#Open Body Cams

1 messages ยท Page 9 of 1

dusky otter
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dying to your friend screaming to a dog would be mad funny too ๐Ÿ˜ญ

vital steeple
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haven't revisited OpenBodyCams properly in a while

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oh god

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I dunno if I want it to do that lmao

dusky otter
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turning off the cams would be a good counterplay

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i think itd be fine

vital steeple
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could be an option I suppose but as it is, OpenBodyCams is client side when it doesn't have LethalLib

dusky otter
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if its still too bad a config or a button to mute the cams would be cool enough

vital steeple
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I can definitely see people asking for a mute button

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Aware more work

dusky otter
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lol

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it ok mod is awesome as it is

vital steeple
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if I was going to do all that I might as well move the buttons to the middle too

dusky otter
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thanks for keeping it stable

vital steeple
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or duplicate them

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NODDERS yuh

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I'm glad people have enjoyed it

dusky otter
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our ship guy was sad without it

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we dont usually take walkies since they take up a slot and the reserved item system is clunky for us

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and he wanted to know what was going on

vital steeple
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was there some incompatibility going around?

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ah yeah

dusky otter
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m?

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nah dont think so

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just preference

vital steeple
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I just mean since your ship guy had used it before but you didn't have it

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or maybe you mean he played with others before

dusky otter
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oooh no

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shrimp was a recent addition along like 40 other mods

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so we just thought obc stopped working randomly and we got rid of it til i had time to check

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which i did today

vital steeple
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ohh I see

dusky otter
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nah your mods fien i dont think it did anything

spice rampart
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Should OBC hurt performance even if the camera is disabled?

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I don't have any evidence that it's taking some fps, it also doesn't throw any errors. But when I have it enabled, even through the camera is disabled, the game runs a little worse

vital steeple
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I wouldn't expect it to, but it's certainly possible for it to

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are you talking about in the ship?

spice rampart
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My FPS fluctuates a lot, I can't say precisely if it's just on the ship

tawdry raft
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the bodycam being in the ship is causing monsters to be invisible outside on my mod pack for non host clients
but im not really sure if its the mod itself, or a conflict
its most likely a conflict, if you want to try to pin point it, heres the code i guess
01946b51-5ec7-3c46-cba0-23375ff1dea9

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for now im going to just remove it from my mod pack, and if it has to be removed for good, im not really too bothered by that

vital steeple
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I'm not touching enemy visibility yet, so I'd really be surprised if that has anything to do with OpenBodyCams

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but I can try to find out at some point

tawdry raft
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initially, i thought it was the mysterious harbinger

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buttery proposed that to me because the harbinger's set up in the code is a bit jank

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but i tested with someone just now and it never broke them seeing stuff outside

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but the moment i bought the bodycam and spawned an old bird, that was when they couldnt

vital steeple
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in the same day?

tawdry raft
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no

vital steeple
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could they see enemies in that day that the old bird was invisible after installing the antenna?

tawdry raft
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yes

vital steeple
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that is very weird

tawdry raft
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i will say

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its possible the harbinger is still what is the conflict

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thats my best guess at least

vital steeple
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what does harbinger do?

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I've never heard of that one

tawdry raft
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well its strictly an indoor enemy, but it messes with the rendering of all other monsters, because it teleports them

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from whatever their last coordinate on the map was, to you if you stand nearby it too long

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since zeekerss set up monster rendering to all work in one cohesive way, its possible that its conflicting with the bodycam

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but i dont know for sure if that is what it is

crude parrot
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im still pretty confident this is not openbodycams causing any problems

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it does not patch SetPlayerSafeInShip or EnableEnemyMesh

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openbodycams would make the issue more obvious (because it exposes a vanilla bug where closing the ship door makes indoor enemies invisible as well)

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but i am close to 99.9999999999999999% confident this is being misattributed

vital steeple
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yeah I'm guessing so too

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doesn't make a whole lot of sense to me

tawdry raft
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i guess another function of the harbinger that could be fucking with it
it creates this large bubble of static on the center monitor, and it blocks enemy dots from being visible

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and maybe hazard and pressured door codes? i dont remember

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but thats something else it does in relation possibly

vital steeple
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what mod do you have that sends me directly into online?

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oh is it GI?

tawdry raft
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yes

crude parrot
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it probably doesnt patch any of the behaviors that toggle enemy visibility

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if i had to guess

vital steeple
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unless you were confused about this

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which is a known issue and doesn't affect clients

crude parrot
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is the second screenshot with the door closed?

vital steeple
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yeah

crude parrot
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ok ye

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also i confirmed harbingers dont patch enableenemymesh or setplayersafeinship

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but whenever i've played on this profile i get a ton of errors in the console when a harbinger is on the map, including enableenemymesh

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i believe it is causing this to terminate early due to NRE

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and affecting other enemies

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but that is just my hypothesis, RN

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in any case i think openbodycams is still fine

vital steeple
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that would make a lot of sense

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if there are errors in EnableEnemyMesh it would definitely have issues like that lol

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always check your logs

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:P

tawdry raft
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just to the say the invisible enemys thing is not referring to them being invisible on the bodycam, literally just unable to see them while inside the ship

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i shouldve clarified that, thats my bad

crude parrot
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i've said it before but openbodycams does not patch either of the functions that alter enemy renderers

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so if it is affecting enemies outside of the body cam itself

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it would absolutely not be openbodycams causing it

vital steeple
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yeah I mean if there's an error in the logs in one or both of EnableEnemyMesh or SetPlayersSafeInShip, that is almost certainly your issue

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so... feel free to leave OpenBodyCams out if you think that's the issue, but I can almost guarantee it will come back

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if it does, please grab logs

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and send them to the person actually patching those methods

tawdry raft
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if it does happen again then im sorry for taking your time up with this

vital steeple
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yeah I mean we'll see

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I could be wrong, but I don't know any reason why OpenBodyCams would cause that unless there are errors coming from it

crude parrot
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small thing i wanted to note while the thread was active

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disable while target on ship does not seem to consider ragdolls (that have been teleported to the ship) as on ship

vital steeple
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hm, I'll add that to the todo list lol

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I might have to add an extra check to my reverb trigger crap which is a bit of a pain, I don't remember if it uses that or the flag on the body itself

tawdry raft
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@vital steeple hey so just a couple things
first of all, when i reported this, i did not mean on the bodycam screen, sorry i didnt make that clear

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but more importantly, it was the harbinger probably

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and not a conflict with openbodycams

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heres an explanation

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"pure coincidental" referring to how it seemingly never happened unless the bodycam was on ship

espira in my mod pack has a gimmick to make the harbinger instantly spawn 99% of the time the moment the roundmanager starts, at which point the ships doors are closed

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so, sorry for everything

vital steeple
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yeah I kinda figured it must be, all good

obtuse flame
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Sorry if its been asked already recently, is compat for both Shy Guy (aggro from being seen on a bodycam) and Lethal Elements (Solar Flare disrupting the BodyCam screen) still planned?

vital steeple
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making enemies be seen by the body cam might be doable, although since it's a gameplay change I think I would have to default that to off

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solar flare is waiting for voxx to make use of the API to add support

vital steeple
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(as with a lot of things now, the enemy line of sight check will be on my todo list for later, still wanna get some benchmarking in and finish up some patches for PathfindingLagFix to go stable)

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out of curiosity, how often do you see a shy guy through a camera that isn't a player's pov?

obtuse flame
# vital steeple out of curiosity, how often do you see a shy guy through a camera that isn't a p...

From looking at a player's bodycam, uncommon but does happen because our shy guy aggros quick, so he can take people out before they let us know whats happening, and we check the bodycam to see what happened, hence where the idea originally came from
It does also happen from Radar Boosters tho too, cuz we use EnchancedRadarBooster which makes them alot more useful. Tho we tend to drop them near main, fire or apparatus rooms so its much less likely to be where shy guy is, since he often barely moves from where he spawns unless spotted

vital steeple
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ah gotcha, so looking through the body cam of a dead teammate is the main thing?

I guess I would also have to look and see how the AI checks line of sight, since it probably needs to use a separate function that returns the player looking at it so it can aggro them

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and does the shy guy know how to go outside from indoors?

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what if you see him on body cam after someone dies to him inside?

obtuse flame
# vital steeple and does the shy guy know how to go outside from indoors?

Hm. When aggro'd, he can pathfind to an outside player, assuming they was to run out of the exit. He has his own escape AI not requiring starlancers or anything like that. I assume he just checks if his target is outside/inside when trying to pathfind, and will instead go for the nearest entrance if they're in a different place, and then resume the chase

vital steeple
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ah, that's good then

obtuse flame
vital steeple
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oh the previous question answered that, my main concern was that he would aggro with no way to attack the target

obtuse flame
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Ah i see yeah

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From testing with a jetpack too, and from seeing how he behaves on the mineshaft, he can remain in the aggro state even if he cant get to the target
The second the target does enter an area he can get to, he begins running there
E.g. landing with a jetpack, or entering a part of the mineshaft interior he can get to

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So even if he couldnt path back to the ship, he would just remain aggro whilst standing still until that player comes inside and then goes after them, or another player looks at him and dies and makes him chill again

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So i dont think it would lead to any buggy behaviour

vital steeple
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right, that does sound fine

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unfortunately it might very well require some specialized patches, so not sure how high up my todo list this will end up being

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my priority would be to make it work with coilheads, but their LOS checks look a bit more complicated than I was hoping they would be

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I have to spoof whether the player is targetable to even make it check LOS

obtuse flame
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oh interesting, makes sense

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Wait, coilheads? Wouldnt that only work well with the radar booster then (which spins), or on a dead body?
Since...if the player you're watching is stopping the coilhead, the bodycam needing to is redundant?

vital steeple
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sure, but the same thing applies for the shy guy imo

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I've had a few people request that the body cams stop coilheads, it gives ship players one more thing to do which is nice

obtuse flame
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Hmm, ig yeah
And i suppose you can probably stop the rotation via config

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Set speed to 0 or whatever

vital steeple
rich thunder
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Hello, one question

We are using the more company cosmetics and we noticed that the cosmetics can be seen in the cameras from the players perspective. So if someone has a mask and you put the camera of that person, in the ship you only see the mask because it cover the camera. Also other cosmetics like eyes and such are able to be seen floating.

Is there any way to disable this? It makes looking at the cameras very difficult

crude parrot
rich thunder
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Oh I totally missed that, thank you

compact niche
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w/description

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since I had already screenshotted it lol

crude parrot
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but if you have the setting turned off, turn it on and see if it helps

vital steeple
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yeah, there's no harm in leaving all compatibility options enabled, they just do nothing if they don't find the requisite mod

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if that option isn't working though, you'll have to provide a profile code and log so I can look into why

dense dune
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I'd have to reenable the internal camera and try disabling it to find out probably lol

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Yeah it's a conflict with that

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lol

vital steeple
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huh ???

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how do people manage to make the game crash from these things

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that definitely doesn't seem like it should be on me, I only disable things

crude parrot
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lethal pipe removal does love to just destroy half of the objects in vanilla's relay scene

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wheeee

dense dune
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LPR just uses SetActive here

crude parrot
dense dune
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Idk why that causes issues

dense dune
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The others are problematic

crude parrot
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ok sure but this is still far from good practice

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Lol

dense dune
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Oh I get you

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I don't get why having the Internal Camera disabled in both OBC and LPR results in the game dying though

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I will say the way LethalPipeRemoval does it isn't great though, cus it leads to cases where the main display can just be duplicated on those screens

vital steeple
vital steeple
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but even then it's unlikely to shed much light, because it is probably a runtime bug

dense dune
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So wouldn't get a crash dump

vital steeple
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I'm curious what the normal player log would show then, but if it didn't make a dump I'm unsure if it would've managed to print the managed stack trace either

steel saddle
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im not sure but i cant tp dead body without using the TP command from tworadarmap
using the button just gonna make tp myself/ lock the tp button when i tried tp the dead body again then spam the error

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019510b3-e2c3-2810-394d-725e39d31603

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it happens on multiplayer ofc and i think i reproduce it correctly with LAN

  1. buy a teleporter
  2. land anywhere then host just jump off ends life (monitor is still targeting the host)
  3. others that still alive try tp the dead body (ends up tp'ing themself ? even when the monitor is targetting host)
  4. can tp self when changed monitor to self
  5. cant tp host dead body when changed back to target host on monitor
steel saddle
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day 2 of tryin to find this thing thats freaking out with tworadarmap broiled

wide falcon
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couldn't find a thread about TwoRadarMaps but i wanted to ask, it has it's own tp command for terminal right? so should i turn off the tp command in darmuh's terminal stuff since that just presses the button from the terminal?

vital steeple
vital steeple
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side note, thank you for the repro steps, that should make my job 100x easier

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oh boy, I'm gonna have to modernize my TwoRadarMaps project now

compact niche
vital steeple
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stop having the issue where the tp would not work while targeting the host, that is

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I put in a little check to make it not throw an exception at least, so that should be resolved in the next update

steel saddle
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yeah i figured that was the case cuz it doesnt happen with fresh profile with some mods that touch the monitor
i jsut dont have time atm to check half by half
ill try again in like 6hour maybe skibidirizz

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also i didnt specify i think its not just the host, i said that cuz the step is faster to reproduce since the monitor is targetting host at default lol
it did happen to other client also last time i play with my group

vital steeple
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right, I kinda figured as much

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the trickiest part for me is that it takes a billion years to start up two instances of the pack, especially with AsyncLoggers getting sharing violations all the time on the log levels config lmao

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that's why I tried to cut it down, but unfortunately it wasn't reproducible after that

vital steeple
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just pushed TwoRadarMaps v1.5.0:

TwoRadarMaps Version 1.5.0

  • Fixed clients' targets in the terminal being invalid initially after joining a game.
  • Rewrote all transpilers using newer injection utilities.

it also prevents that IndexOutOfBoundsException, but I forgor to mention that in the changelog oopsie I'm thinking that will not fix the bug you were seeing though

vital steeple
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oh I forgor another thing, the tp command now actually respects the cooldown lmao

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massive oversight from me, because when I initially wrote it, I thought that zeekerss had implemented it into the button press, but it is actually disabling the interact trigger to enact the cooldown

compact niche
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I would have assumed the same tbh lol

steel saddle
steel saddle
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i think im onto something

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gonna check a bit more

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i think stuff is happening again with these 4 mod combined
#1215808576883392693 message

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but the problem is completely differ

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Heres the code :
0195282c-6596-65a5-8fe8-90aef6784f50

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the step to reproduce is similar,
tho this time isntead of completely not able to tp the dead body, the body can be collected and when u try to tp again the error happens

steel saddle
steel saddle
vital steeple
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the error probably went away due to my check for negative invoices, I'll have to take a look

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it shouldn't have ever happened in the first place so I'll look at this later

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I'll probably add back a warning for it

vital steeple
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oh whoops I made a typo, I meant to say negative indices but Android keyboard is stupid

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the negative indices should not be possible

zinc pivot
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why when i buy body cams and the target leaves the ship my monitor stays black

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it never shows

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does the mod work with bettermonitors

vital steeple
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GeneralImprovements you mean? it used to, I don't know about the latest update of that though

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I could take a look and make sure that this is not occurring with only OpenBodyCams, but I would be kinda surprised if anything like that broke

zinc pivot
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yes correct and bet idk why my cam wont work idk if its the popbodycam and i turn that off

zinc pivot
vital steeple
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pip bodycam certainly shouldn't affect that, but obviously I can't say for sure it doesn't

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if you got them, a profile code and log from a case in which it was stuck may be helpful

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at least so I can grab your config

zinc pivot
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it works untill i land

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019547d1-6eeb-f50e-1e8d-01410dfb60d2

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das code

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ive been trying to fix most of the mods bc some conflicted one another but this is the last config and the teleporter prices

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if you got to, pm me and we can personally talk

zinc pivot
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yea it works good but once i land and my homie, the monitor just goes black and doesnt work

vital steeple
vital steeple
zinc pivot
zinc pivot
sleek meadow
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I want to try to add a "Microphone" feature to this mod to being able to hear the actual target's "audio pov" (like in spectator mode), This to improve the operator experience, as many fun moments are lost when you are the player on the ship and you only can hear your team mates voices when they press the walkie talkie button. I have professional experience in software development and programming but this is my first time in lethal company mod development behaviour so i was wondering if someone has already dig in the OpenBodyCams Github code and have any insight in where i can start my journey to save some time.

vital steeple
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how all that fits together with the vanilla walkie audio system, not sure, but feel free to ask further questions if you have them

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in the interest of making it work for API users, the audio playback should be set up in ShipObjects.InitializeBodyCam and only use public API that you create, so that such public APIs are tested

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hopefully the mess that is BodyCamComponent isn't too intimidating, there's some refactoring that I could definitely stand to do

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I'd like to split it into multiple files via partial classes at some point

vital steeple
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can't look at the profile code just yet, but I'll have it on the to-do list in case this turns out not to be a misconfiguration

zinc pivot
patent scarab
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Yeah we are gonna go over some stuff today. The issue actually wasn't the configs for either GI and OBC. Something else broke the entire setup. That's the tricky thing about making a big mod pack. Lots of times the real culprit is a mod you don't expect.

dusky inlet
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Did you ever find a mod that does this?

obtuse flame
# dusky inlet Did you ever find a mod that does this?

Nopeee
Ngl i kind of forgot about it
My main concern would be mods like Mels that add alot of furniture and did say in the patch notes they added the luck mechanic to it
So unless they was smart and balanced it out so that upgrades decrease luck like most vanilla upgrades do, getting everything is probably gonna significantly lower your quotas and thereby make it alot easier

obtuse flame
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Lets gooo

dense dune
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Pretty sure they add low amounts

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Cus I got rid of the cooking mod for example and haven't noticed much of a drawback so furniture luck still gives the most benefits from Vanilla ones, pretty sure modded ones with it add low values for the sake of balancing

obtuse flame
# dense dune They don't add much from my experience

I wouldn't be surprised
I havent really noticed anything, then again i dont buy all the furniture, i typically just get the 2 workbenches and some cooking stuff
The cooking stuff are paid upgrades as well so even if it does lower quotas its a tradeoff

dense dune
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I just got burnt out on the cooking mod and it makes the game far too easy tbh

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It's a cool concept but after a while I got sick of spending ingame hours being the only one utilizing it, it was boring for me and boring for my viewers

obtuse flame
# dense dune I just got burnt out on the cooking mod and it makes the game far too easy tbh

Yeah
Its effectively a scrap generator / multiplier in the ship
I have them as things you have to pay for, so you're not neccesarily getting a return on them immediately, its a decision you gotta make
The meat grinder i also made silly because it can both increase or decrease value of items put in (between -20 and +30 iirc) so its like a funny kind of gambling thing

tawdry raft
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@vital steeple ok, so just so this was not another harbinger incident, i did more proper testing myself to confirm if this is an issue or not
i have, for a while now, had a mod that made masked drop items in a players inventory if they are converted by them, and i had no idea which mod it was, but i never really cared and just assumed it was an optional tweak in something like lethalfixes i just forgot about was a setting
however someone was actively trying to find that mod for their own mod pack themselves, and they couldnt find it, which led them to discover after a while of testing mods, that openbodycams is causing this to happen
i checked myself with a brand new, fresh profile, only having openbodycams, imperium, the dependencies of those two, and bettersaves (because i cant debug without it lol), and sure enough, having openbodycams enabled causes it, and turning it off only and leaving everything else on made it not happen

proud sable
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Most bizarre bug award

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I have no idea how it even comes close to relating to the body cam

tawdry raft
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the playplace breaking two specific skins from extraenemyvariety:

proud sable
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Maybe something to do with the moon itself

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but these two straight up don't correlate with each other ๐Ÿ˜ญ

tawdry raft
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well

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there are these settings

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its one of these two causing it if i had to guess

proud sable
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Does it mention dropping items? Check the description of Fix Masked Conversion

tawdry raft
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FixDroppedItemRotation (Boolean)
If enabled, the mod will patch a bug that causes the rotation of dropped items to be desynced between clients.

FixMaskedConversionForClients (Boolean)
If enabled, the mod will patch a bug that causes maps and body cams to be unable to target a player that was converted into a masked enemy.

proud sable
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Interesting

vital steeple
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yeah it's the second of those two

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Matty actually made me aware of the issue a while ago but I haven't taken the time to figure out a better solution

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the code for masked conversion in vanilla is very very screwy

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at least it felt like it when I was implementing that fix before

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I probably need to change some conditions in a lambda in a coroutine or something

dense dune
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Is that fix even needed? I know I played without OBC for a while and never ran into that bug once so it's possible some other mod is already fixing it tbh or it's a rather rare bug

proud sable
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It is a consistent bug, so yes, the fix is needed

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It manifests on its own too, so it's not a confliction either

dense dune
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I've never experienced it

proud sable
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That doesn't downplay that it's there for everybody else

dense dune
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I wasn't downplaying it

proud sable
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Just saying

dense dune
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I'm just wondering if some other mod I have like Mirage might already fix the issue

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Idk for sure

proud sable
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Probably unintentionally since this flew under the radar for so long

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and also, Idk why Mirage, a completely unrelated mod, would intentionally fix something for a ship upgrade mod either

dense dune
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Wait are you saying the bug only exists when using OpenBodyCams?

proud sable
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Yes

dense dune
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Ahhh got ya

proud sable
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It's on par with the Mysterious Harbinger's bug personally due to just how flat out weird it is, as it's coming from seemingly an entirely unrelated thing

crude parrot
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im pretty sure the masked radar shit is just vanilla bugginess

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the reason openbodycams fixes it is because it lets you monitor masked on the bodycam (which would necessitate straightening out vanilla behavior, or at least make fixing it extra desirable)

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the dropped item rotation is synced via openbodycams' fix because it controls the viewing angle of radar boosters

rich jetty
vital steeple
tawdry raft
rich jetty
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not reported ones. it's a fairly small mod with a really simple fix so there shouldn't be many collisions unless another mod tries to do the same

tawdry raft
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can you disable forest giants not doing it

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i believe only them and masked delete items and i only really want it for masked

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maybe im forgetting another monster that does

rich jetty
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any damage source that deletes the body also deletes items

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this mod simply forces the server to drop items before deleting the body. it doesn't and can't check what's killing a player

tawdry raft
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oh if it makes them drop first then i guess im ok with it

primal tendon
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(and Worms)

tawdry raft
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oh

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now im not ok with it LOL

rich jetty
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masked, giants, workms, quicksand, modded pits. ecc...

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there are a lot of things that can delete items

tawdry raft
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mmm a config for it would be nice but im assuming its not maintained

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its an old mod

rich jetty
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you'd need to get someone to mod the enemies themself that you want to change the behaviour

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this is a blanked fix

tawdry raft
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well its fine i guess, i liked masked dropping items specifically, but its not a necessity

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but thats assuming zaggy figures out how to fix it anyways

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might just remain as a thing

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which, it should not really

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but yeah

rich jetty
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i'm the dev. the issue is that making it configurable is not possible as i would need to mod each enemy and i cannot do so for modded ones. plus it would make a lot more likely to have incompatibilities

tawdry raft
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OH

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lmao i see

dense dune
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I personally like DoNotEatItems, it was actually something I requested ages ago cus some mod at one point made players drop items when converted by a masked and it was randomly fixed and I missed it ๐Ÿ˜† It's been a main stay for me since Matty made the mod

tawdry raft
#

not a fan of it for earth leviathans or quicksand

dense dune
#

I don't think QuickSand leaves the stuff grabbable iirc

#

pretty sure the stuff drops inside the quicksand

#

you ain't getting it back

tawdry raft
#

i see

#

still, earth leviathans

#

i guess you could argue they cant delete items on the ground

dense dune
#

I mean usually if people die to a worm I don't bother trying to get the stuff back lol

tawdry raft
#

idk, kinda gray area

dense dune
#

I'm trying not to die too

#

XD

#

It's personally nice for immersion tbh for items to not be deleted

tawdry raft
#

i have the complete opposite opinion, but only for the case of leviathans

primal tendon
#

Yeah dying in quick sand just gets the items stuck under the ground

tawdry raft
#

but again, its a gray area since they dont eat items that arent in someones inventory

#

if the items are dropped before body deletion, then it makes sense for giants and masked

#

quicksand doesnt matter here really

vital steeple
#

I'd really like to blame zeekerss for making that dead body parameter affect item dropping as well lol

#

it's quite confusing

#

fixing the bug without making the items drop is actually such a pain in the ass with how the coroutine to wait for the converted player to spawn is set up

#

it does two things at once, disabling the ragdoll and setting the redirect target, mimic suit, etc, and it waits for the ragdoll to do the latter, so I have to probably excise the code that waits for the ragdoll since it never spawns, but if another mod makes it spawn, then the body will be visible which would also not be right

#

I'm considering just starting a separate coroutine to set the redirect target without affecting literally anything else

#

then I don't have to worry

#

I only fix the immediate issue and every other masked mod on the planet can worry about the suit not matching up

tawdry raft
#

well i wish you luck in the endeavor

#

if you ever actually do it lol

dense dune
#

I feel like it makes sense for converted players to drop their items anyways

#

I feel like it's not worth all that effort

tawdry raft
#

yes, but it shouldnt be a tweak caused by openbodycams

#

thats the thing

#

its an extra feature the mod isnt really meant to be doing if its intentionally kept in

#

just for the sake of not having to bother fathoming a fix

#

it would fit better into something like butterybalance

#

thats not saying stan would add that, my point is, openbodycams shouldnt be doing it

vital steeple
#

yeah I'm not okay with changing unrelated vanilla behavior for this

#

I would rather remove the patch than have that be the case, I just wasn't aware at the time that it had that side effect

vital steeple
#

busy day tomorrow (today) so not sure if I'll get to releasing it then but mayhaps

vital steeple
#

pushed the update!

#

Version 3.0.4

  • Fixed an unintended side effect of FixMaskedConversionForClients where players being converted to masked would drop their items.
#

...with debug prints, whoopsie fixed in 3.0.5 teehee

crude parrot
#

not that i have much of a horse in this race

crude parrot
#

in vanilla i mean

#

zeekerss went through all the effort of making masked invisible when corpses of the converted player are still active

tawdry raft
#

like, logically speaking

#

i assume you read over everything

crude parrot
#

i dont disagree but the rule that already applies to the game is that items on the floor dont get despawned

#

and i dont think it makes much of a difference if being eaten by one drops your items instead of destroying them

crude parrot
#

but now im looking again and apparently no

vital steeple
crude parrot
#

what the hell

#

so doesnt that mean clients never see mimics copying other player's appearances?

#

because the coroutine just bails out since a body never exists

#

i recall that being the case back in like v45 but when i reported it here nobody mentioned replicating it

vital steeple
vital steeple
#

sorry for pings I'm just tabbed out of a game rn

crude parrot
#

no that's okay

#

sorry if im distracting you

#

lol

#

that's fucking bizarre

#

though

#

i guess i need to "fix" that in mask fixes

vital steeple
crude parrot
#

wow im too stupid to be typing myself apparently

#

anyways

#

im not sure what to do about that

vital steeple
#

either yoink my previous patch from OpenBodyCams or excise the state from the coroutine where it checks for the body I think

crude parrot
#

it's nice to finally understand why clients never see mimics working right in multiplayer

#

that bug has haunted me since v45 and i thought it wasn't a 100% repro

#

and i thought i recalled it working correctly at some point but i might've just been testing wrong

crude parrot
#

or just try to untether all their spawn logic from the dead body junk like you did

#

i guess i could provide a config to do both

#

neither option seems especially desirable

#

one changes balance significantly and the other is some hacky bullshit

vital steeple
#

well the real fix that zeekerss should make if items not dropping is intended would be to modify the coroutine

crude parrot
#

because if you put on a mask item

#

it actually does spawn a body and drop your items

#

but that might've been because otherwise putting on a mask just despawns you at the company

#

instead of spawning a ragdoll

crude parrot
vital steeple
#

yeah, it's not really clear to me

#

in the context of mods that make masked keep flashlights on them and stuff it makes sense to me, but I don't know if zeekerss intended to implement anything like that

dense dune
#

@vital steeple Looks like MaskFixes just got updated to apply that fix you have in OBC

#

Definitely feels more fitting to be in that mod

#

๐Ÿ˜‚

wide falcon
#

will obc now use maskfixes as dependency?

vital steeple
#

nono

#

the fix for targeting mimics in OpenBodyCams is more specific to the issue at hand now

#

it shouldn't cause any issues alongside MaskFixes as far as I'm aware

vital steeple
crude parrot
#

yeah my patch actually changes the behavior

#

i was thinking of implementing a setting to let you fix the bug but without making masked drop items

#

but TBH openbodycams already has a solution for that

#

and I think the consistency of always dropping items when converted (like when putting on a mask)

#

is actually desirable

dense dune
#

Yeah I'm guessing I could just turn off the OBC fix so that way I don't have duplicate fixes

#

especially since both are handled differently, I also prefer the item dropping feature

vital steeple
vital steeple
crude parrot
#

all i did was make it spawn a body

#

all i did to test was see if items dropped

dense dune
#

Yeah I kept noticing there was a weird bug where masked didn't spawn bodies for clients when killed

#

the body would just disappear

#

But I could see it fine as host

#

lol

crude parrot
#

well normally the game kills the player getting masked

#

spawns a corpse

#

then all other players wait until that corpse spawns

#

then wait for a network reference to the mimic that the host spawned

#

after both of those are found, the corpse gets deactivated, then the mimic is given that player's suit and marked as the radar target

#

but because vanilla doesnt spawn a corpse it just waits for 40 seconds and then fails

#

so all other players see a default orange masked and see a missing player on the radar (like they were eaten)

#

only the host sees stuff correctly (since they spawn the mimic itself, they don't need to wait for netrefs)

#

openbodycams fixes the radar redirect so you can watch masked players as non-host

crude parrot
#

by making it spawn a corpse

dense dune
#

I kept wondering if some of this stuff might have been relating to the issue of clients freezing from masked too

crude parrot
#

which lets zeekerss' code run as it is probably intended to

#

im pretty doubtful but tbh without repro steps for your issue it's impossible to say what could be causing that

#

which means it's also impossible to rule out

dense dune
#

Well Pareidolia would be the easiest way to repro it

#

That is DemonMae's moon we had it consistently occur on there

#

Unfortunately nothing would log for anyone it would just be like all clients got stuck in some infinite loop all at once

crude parrot
#

so like... just to confirm

#

every single player would have their game lock up completely and stop logging?

#

whenever i've accidentally caused a hardlock by recursion, the game would freeze up and then randomly close after some seconds (with no logs or error messages)

dense dune
#

Idk if it would stop logging it's just no errors would get logged

crude parrot
#

probably because of a stock overflow

#

but im not entirely sure what would happen with just an infinite loop (like a while that can't exit)

dense dune
#

But they would get frozen and I would start getting dropped frames on my stream signifying something network related was dying

crude parrot
#

weird

dense dune
#

I did end up seeing some Error from Mirage finally recently about audio failing to send over the network so I just wonder if sometimes it gets stuck trying to synchronize a voiceline

crude parrot
#

maybe

#

this is purely anecdotal and i havent used mirage in months but it was always a hit to my performance

#

earlier versions

#

at least

dense dune
#

Yeah the performance issues got fixed in recent versions

crude parrot
#

i wouldn't be surprised if it was doing some sort of synchronous process that could potentially lock up under strenuous circumstances

dense dune
#

yeah

vital steeple
glossy island
#
[Error  :  HarmonyX] Failed to patch void MoreCompany.Cosmetics.CosmeticApplication::UpdateAllCosmeticVisibilities(bool isLocalPlayer): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Failed to find setting active state of cosmetics
  at OpenBodyCams.Compatibility.MoreCompanyCompatibility.UpdateAllCosmeticVisibilitiesPostfix (System.Collections.Generic.IEnumerable`1[T] instructions, System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00141] in ./Compatibility/MoreCompanyCompatibility.cs:119 
#

guessing it was when you replaced the code I did with a transpiler

vital steeple
#

is this just MoreCompany and OpenBodyCams?

#

MoreCompany built in release mode?

dense dune
glossy island
dense dune
#

peepoLie I wonder if TME is fixing it for me I'm so confused lol

glossy island
#

one of the profiles i had it on had TME

dense dune
#

Oh weird

#

Magic

#

XD

#

I'm not complaining that it hasn't exploded for me though

#

though hopefully this gets fixed asap, I wonder actually if HarmonyX Transpiler Fix is fixing it

#

since the error coms from Harmony

glossy island
#

i have that as well

dense dune
#

Damn

#

LOL

#

It was the only thing I could even consider to fix it on my end especially since I run a large pack

vital steeple
#

seems to work fine for me in my test profile as well as a clean profile with just the latest MoreCompany and OpenBodyCams

#

are you sure you weren't running a MoreCompany build with optimizations disabled? @glossy island

glossy island
#

then it also happened when i re-enabled openbodycams on my own profile

vital steeple
#

could you send a profile code then? seems like it would likely be something else screwing with the IL before I get to it

glossy island
vital steeple
#

you should try cleaning your cache then

#

I guess I should make sure that mine is also clean of any changes to OpenBodyCams, but I haven't changed that code in months

#

zero issues with completely fresh installs of both mods on my clean profile

glossy island
#

ah yeah clearing cache seems to fix it

vital steeple
#

then I'd have to guess it was just a debug build thing

#

I would tend to say it would be good to just enable optimizations in your debug builds, unless you have a good reason to use no-opt

#

I haven't found a use for it, but then again I haven't gone out of my way to try and figure out attaching a debugger

#

or actually, I forget if it was using no-opt already honestly, I'd have to look at the IL for MoreCompany again

vital steeple
#

ahh, yeah, MoreCompany is built without optimizations it looks like

#

I can add a second match for the optimized IL as well if that is convenient, I had that before iirc

#

or at least I could try to guess at what it generates lmao

pallid patrol
#

would appear that Bodycams do not show up with Darmuh's Terminal Stuff's shop?

#

unless I'm blind

vital steeple
#

with LethalLib installed?

pallid patrol
vital steeple
#

that's odd, but I don't do anything particularly special with the upgrade, so I don't think it should be an issue with OpenBodyCams

#

feel free to send a profile code so I can look later though

pallid patrol
#

0195ba16-0062-d8b9-0f7c-d5f6e2cfd007

vital steeple
primal tendon
#

It doesn't show up in the StorePlus thing

dense dune
#

lol

primal tendon
#

It shows up if you turn off respect store rotation

dense dune
#

Weird

#

lol

dense dune
vital steeple
#

some chat mod I suppose

#

not my pack, you would have to look at the code yourself lol

dense dune
#

If they have GI or NiceChat my guess is they changed the opacity

#

lol

vital steeple
#

yeah possibly

primal tendon
#

They have neither

dense dune
#

Interesting

primal tendon
#

Will guess it's this

thick beacon
#

not sure of how it works, but should i add a framerate limit in OBC ?

#

i recall that it was causing issues with the old helmet cameras

vital steeple
#

there were two issues with framerate limits with both Helmet Cameras and the older versions of OpenBodyCams:

  • The limit would cause flickering on one camera or the other within the volumetric fog
  • Setting the fps limit too high would result in a reduction in overall performance instead of an improvement
    neither of those are an issue in the latest OpenBodyCams anymore, so you can set the fps limit however you like to regain performance with no downside

By reducing the fps limit to 50% of your game's framerate as it runs without the body cam enabled, you should run at a framerate that is halfway between unlimited and no body cam

thick beacon
#

if i set the max framerate to a really low value (180 max fpx, 30 fps for cams instead of 90), will any issue occurs ?

#

because i can have high fps, but not all of my friends

vital steeple
#

only "issue" would be the visual slowness on the monitor, which is totally up to personal taste

#

honestly I should maybe make some client side settings, but I've been lazy about that since BepInEx is just completely not set up for that so it has to be custom

#

(90 isn't the default though, do you mean you had been testing half your game fps but wanted to set it even lower?)

thick beacon
#

just for safety measures since i'll share my profile with friends and not all of them have a beefy pc

#

i can achiece 180fps so setting a max frame of 90 might works for me, but for some of them they can only achiece 60, so i wanted to set the cap to 30

vital steeple
#

right

#

should be fine at whatever value, and doesn't have to match between clients

snow veldt
#

When the mod is enabled, at random times some players will stop hearing what the host is saying, or the host will stop hearing some players. This is completely random. I'm not sure if it's OpenBody's fault as it's very hard to reproduce. But in case it is a known problem.

thick beacon
mortal sequoia
#

Sorry for the scuffed screenshot report AND I don't have a profile code (though my modpack is reasonably similar to lunxaras) but I've had a very rare, hard to reproduce crash on wesley's moons both times it's happened. As host I get nothing in my log, but my game completely freezes up and has to be restarted. My clients however get this as the main big red text chunk in their log.

mortal sequoia
#

Also - posting this here because I can't find the tworadarmaps thread if there is one - are there any known compatibility issues with popular mods like GI or darmuhsterminalmod and tworadarmaps?
My understanding is that tworadarmaps is best way to help with the sync issue of teleporting the wrong players, and it seems to have made the issue worse in a different way; where instead of completely desyncing it can double-teleport players. It's also much more consistently desynced. So my thoughts ofc are that the arrowkey swap from GI or the tp command from darmuh is responsible (or something else I haven't even thought of).

Ty in advance and apologies for the big yap.

wide falcon
#

it's properly set up to specifically tp the terminal's target instead of the one on the main screen

#

and then the teleporter buttons on the desk will target whoever is on the main screen

mortal sequoia
# wide falcon and then the teleporter buttons on the desk will target whoever is on the main s...

I've had some issues with this as well, where the buttons themselves target different people. Like, to be clear: Who is on the radar screen is synced for everyone, but who gets teleported when the button is pressed is desynced. It'll show different people being teleported for different people, and then whoever the host thinks is correct actually gets teleported. In some instances it has just straight up teleported two people when one person is selected.

wide falcon
#

i think ive gotten that too, not sure what to do about that

mortal sequoia
#

Ah, damn... So for you does the terminal always work?

#

Like the tp command if you turn it off in darmuhs

#

Or at least do you find one thing more consistent than another?

vital steeple
vital steeple
#

darmuh's tp command should go through the TwoRadarMaps tp method when it finds it is installed, but I can't say for certain it all works exactly the same

#

whatever the case may be, if you can nail down a way to reproduce that, that would be awesome

#

it doesn't totally surprise me that something like that could happen, but I'd like to try to look into it if this is still happening on the latest versions of both mods

mortal sequoia
vital steeple
#

the logs don't point to the cause necessarily, but the freeze is really just the main camera failing to render due to a bug in the body cam perspective stuff

#

the logs you sent will at least give me an idea of where to look when I find which line it's on

mortal sequoia
vital steeple
#

it appears not to match up with the version on GitHub though, so I'll have to make sure to look at the version you're running

#

I assume it's the latest stable release?

vital steeple
#

let me know if you figure out a way to get the double tp to happen especially

mortal sequoia
#

Ah my bad I'll update it! I'm on 3.0.3. rn

#

Based on what you've mentioned I'll give a few more details on the two times the freeze crash has happened:
-both on wesleys moons (infernis, junic)
-late in the day
-both happened very near the ship, but one actually happened while I was outside the ship near the 0,0,0 position looking at the ship, the other one happened right as I pressed the button to swap monitors on the main computer screen

#

Takes a bit of swapping around though. Right now I've turned on the view bodycam terminal command to see if that changes anything, but it seems about the same.

#

This is so hard to narrow down between the inconsistency and all the moving parts ๐Ÿ˜ญ but for what it's worth the arrowkeys as the shortcut for switching with GI seem to mess stuff up more than everything else.

And now everything including myself has these question marks when targetted with the switch command, but not the arrowkeys from GI. Idk what it means, maybe helpful(?)

wide falcon
#

(terminalrundelay is irrelevant, just terminalshortcuts and keyactionsconfig)

mortal sequoia
#

And have you ever had the game freeze up near the ship for the host with no log?

wide falcon
wide falcon
mortal sequoia
#

Dang I do have reverbtriggerfix

#

tysm tho

wide falcon
#

and i think obc defaults have the camera turned off until you go in the ship?

#

so if you freeze up without logs its probably the camera starting up in the ship

mortal sequoia
#

To be clear when I say freeze, I mean like totally freeze up and basically softlock the game. Not a stutter.

#

Or hardlock, lol

wide falcon
#

in that case i'm not sure

mortal sequoia
# mortal sequoia Sorry for the scuffed screenshot report AND I don't have a profile code (though ...

I gtg but thanks for all the help both of you, I hope I/we can be free of all the desyncs and crashes soon greed

Final thoughts on this freeze/crash - my gut feeling is making me think it has something to do with mirage, because for example I have miragerevive on to a low percentage chance and I can't think of anything else off the top of my head that would result in such a rarely occurring crash. (Either player bodies becoming masked and having a weird interaction or masked spawning and mimicing dead players, perhaps even when a body has already revived? Could have weird edge cases...) Especially since the mirage masked overtake a player camera which could lead to a rendering issue when swapping to one, and both times it's happened it's been late in the day and most of the team has been dead.

Could be totally unrelated ofc, but just sayin.

tawny fog
#

Landed on a moon and got this error constantly being spammed in the console. Game was also freezing a tiny bit every few seconds.

[Error : Unity Log] NullReferenceException
Stack trace:
OpenBodyCams.Patches.PatchManualCameraRenderer.MeetsCameraEnabledConditionsPostfix (ManualCameraRenderer __instance, System.Boolean& __result, GameNetcodeStuff.PlayerControllerB player) (at ./Patches/PatchManualCameraRenderer.cs:83)
(wrapper dynamic-method) ManualCameraRenderer.DMDManualCameraRenderer::MeetsCameraEnabledConditions(ManualCameraRenderer,GameNetcodeStuff.PlayerControllerB)
ManualCameraRenderer.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_01F8)

#

Moon did have snowfall weather from lethal elements beta so that maybe could have caused it.

tawny fog
#

Trying to replicate the error and I can't seem to do it. Even with the same moon, weather and furniture so I'm just gonna assume it was some freak accident.

vital steeple
#

oh that's curious...

#

do you happen to have LethalPipeRemoval installed and set to destroy mode?

vital steeple
#

very bizarre, I'm not sure what would cause that

#

especially if it started after it had been running fine for a while

wide falcon
#

is this the right thread to ask about TwoRadarMaps

wide falcon
#

well i guess i'll mention it anyway

#

this error comes up when using TwoRadarMaps on zeranos

#

specifically when it deletes the interior and begins generating the next one

#

kite said to wait until the elevator api comes out

#

whenever that happens

#

so i'll just leave it here

vital steeple
#

oh yeah no problem leaving it here, TwoRadarMaps is very OpenBodyCams adjacent

#

I really should add it to the title honestly

#

I'll try to look into how that could happen, I haven't ever heard about issues in that code before theinking

wide falcon
#

cus normally that only happens after the radar screen switches back to planet details in orbit

vital steeple
#

well the error is a null deref on something that should exist in the always-loaded scene, not the moon scene, so it definitely shouldn't be affected by that

#

in fact it's a light that TwoRadarMaps explicitly creates in an object that is supposed to only exist in that main scene

#

the fact that it's apparently being destroyed makes almost no sense

wide falcon
#

is it the player light? like the one that is always on even if the flashlight isnt there?

vital steeple
#

the setup code should be running before zeranos even has a chance to screw it up

#

well

#

it's kinda like that but it's not on the player

#

it's on the map that automatically follows the player

wide falcon
#

ah

#

zeranos does at least disable the player light

#

not sure if its a destroy or disable

vital steeple
#

it's not so much that it disables it even

#

that light is only active when you go inside

#

you never go inside on zeranos

#

hence why CullFactory doesn't work also

wide falcon
#

yeah i guess

vital steeple
#

so in that way it shouldn't screw up the TwoRadarMaps light in any way

wide falcon
#

though i suppose it is doing something to trick the game into thinking that you're inside

#

because PTEM does recognize it as inside by the event manager

vital steeple
#

do you know how consistent this is? does it happen every time you take off?

#

PTEM?

wide falcon
#

i have a script that plays music when the player goes into the facility

#

so it has a hook for PlayerEnteredFacility that does activate when the elevator goes down initially

vital steeple
#

oh interesting

#

maybe there's a soft compatibility between them

#

or maybe it's by height

wide falcon
#

i doubt soft compat

#

kite said he doesnt really develop with other mods in mind

#

my guess is that since the player (and elevator) both get teleported to the generation root after it goes down enough, that it's calling the entrance teleport function with either a postfix or transpiler?

vital steeple
#

it's possible yeah

vital steeple
#

oh @wide falcon you didn't answer this: #1199570032196333648 message

If it's consistent, it'll probably be easy enough for me to figure out the cause

wide falcon
#

oh lemme see what it is

wide falcon
vital steeple
#

the error

wide falcon
#

it happens consistently when telling the elevator to go down from the current floor

#

first time it goes down is fine because the dungeon is generated with the moon

#

but second time is different since it regenerates

#

as soon as it begins that process the error is spammed and the game freezes

vital steeple
#

hmm okay gotcha

#

for some reason I thought you had mentioned taking off

#

lemme see if I can repro this in my test profile

#

I'm not sure that the elevator API will help Kite fix this unfortunately

#

at least if Kite was talking about the API I'm working on in PathfindingLib, maybe they mean something else

wide falcon
#

my guess would be the elevator api would have a call or something that other mods can hook into, which tells them when the interior is being regenerated or deleted

vital steeple
#

not the PathfindingLib one at least

#

the purpose of PathfindingLib's elevator API is just to allow AI to path through custom elevators as players would

wide falcon
#

ah

#

he's more talking about his elevator api

vital steeple
#

ohhh ok ok

wide falcon
#

which is meant for adding that elevator mechanic to other moons

vital steeple
#

well I'm sure I can detect regeneration without an API if necessary

#

but that shouldn't be necessary for TwoRadarMaps

#

oh god

#

I see

#

I guess if that catches on I'm gonna have to get off my ass and rewrite CullFactory

#

pain

vital steeple
#

ah

#

the error is basically entirely on Kite's side to fix, sorry to say @wide falcon

wide falcon
#

i see

vital steeple
#

they should really be excluding anything in the Systems hierarchy for this code

#

but also this is kinda incredibly cursed and I feel like there has to be a more specific fix for whatever this was intended to fix

#

calling FindObjectsOfType<GameObject>() is probably the most cursed thing you can do with that method, it'll allocate an array the size of the total number of objects in actively loaded scenes

#

(and probably even more garbage on the back end as it collects everything)

#

..and it does it twice in that method Hmm

wide falcon
#

sheesh

#

zeranos never ran as well as other moons but i didnt suspect that was why

vital steeple
#

well it only runs this when changing levels so it's not that cursed to where it would run poorly constantly from that code

#

it's just bad practice imo

wide falcon
#

gotcha

#

i'll let kite know

dense dune
#

[Error :OpenBodyCams] Mesh obstructing the body cam on Cube.001 which should be hidden was unexpectedly null. @vital steeple Any idea why clients seemed to get this error a lot?

wide falcon
#

is this a new error

dense dune
#

Probably not, it probably just stands out more after I redid my pack lol

vital steeple
#

do you know what the body cam is targeting when that prints?

#

@dense dune sorry to reply after so long, had some other stuff I was focused on

#

it's a harmless error but I suppose it may be spamming every frame right?

dense dune
#

I think it was yeah, the client that reported it said they saw it a ton in their log

vital steeple
#

if you can figure out what the body cam is targeting when that happens that would be helpful

#

Cube.001 would be the one on the monitors, not the terminal or anything else

#

unfortunately I don't currently have anything to print out the path of the object that was null

#

the renderers to hide thing is mainly used for the radar boosters or for custom radar targets from mods iirc

#

if that gives you any ideas

#

it would happen if someone was destroying part of one of those targets

mild patrol
vital steeple
#

I might be able to figure out a way to add compatibility, but that's kinda expected

#

the body cam controller thinks the player is still dead, but the corpse got despawned

#

it should start working when switching targets away and back

wide falcon
#

It works better

vital steeple
#

I would tend to expect that anything that revives players would exhibit this issue

tawdry raft
#

the real solution is do not use player revival mods because they ruin the risk of death and make the game unfun and too easy

mild patrol
vital steeple
#

I might not be totally up for debugging this for a bit, but if you're able to check if you can reproduce this in lan with a minimal profile that would help a lot to give me a chance to look into this quicker

mortal sequoia
mild patrol
#

@vital steeple it works, it just doesnt automatically updates

#

u have to switch between players

vital steeple
#

right, that's what I thought it did

#

I thought you said that didn't work before?

#

or are you talking about the defib mod

mild patrol
#

well like an idiot i set the config to dont use bodycams in ship

muted surge
#

@vital steeple hey, I'm not entirely certain if this is something you can tinker with on your end, but when I use Lethal Elements' Beta weather and get Solar Flare - while it's supposed to disrupt both the bodycam and the map radar, when I use view bodycam in the terminal, the radar has perfect clarity while the bodycam is disrupted

vital steeple
#

oh interesting, I'm not sure if that would be on my side or Lethal Elements' side

#

lemme see if I can repro and check something

#

oh yeah I'm guessing that you might have TwoRadarMaps as well, if the body cam on the main monitors is displaying the solar flare effects? @muted surge

#

I'll look in a moment but that does separate the body cams so that seems like it would be necessary, if they're inconsistent

vital steeple
#

hmm, it looks like OpenBodyCams + TwoRadarMaps + LethalElementsBeta partially works

#

looks like LethalElements isn't taking into account the second map camera

#

but the body cam works

muted surge
#

Also +1 for the Jiu Dreamcatcher avatar, am sad that they've disbanded

muted surge
# vital steeple

So would this be something lethal elements has to tinker with?

vital steeple
#

for the map, yes

vital steeple
muted surge
#

They've made a smaller subgroup with some members, but at least Handong, Gahyeon, and Dami are gone for now

#

They'll probably do a reunion thing but rarer, as you say

#

And gotcha, will check in with lethal elements o/

#

Ty for checking

vital steeple
#

owo7 no problem

dense dune
#

@vital steeple OpenBodyCams and TwoRadarMaps are broken, the errors I got were missingfieldexceptions

vital steeple
#

I assume you mean in v70, and yea I been knew those would break

dense dune
#

I'm testing V70 rn since the update is going to main branch soon

#

Yeah

vital steeple
#

we'll see when I have a chance to work on it

wide falcon
#

tbh i still see this mod being useful after v70 is out completely

#

||either bodycams aren't working for me or they don't work on players at all, and the bodycam for radar booster is really hard to see (and points to the left of where you drop it, so kind of unintuitive)||

vital steeple
wide falcon
#

after playing more ||it does work for other players, but it doesn't move at all for me||

tawdry raft
#

because theres no point to see it if youre viewing your own self

#

and its client sided where one person wont see themselves have a functioning cam

wide falcon
#

that's an odd choice

tawdry raft
#

it was just a small thing for performance by zeekerss most likely

#

if zaggy wants to add the ability for it to work if its your own self, then thats cool

#

but it is not a bug

wide falcon
#

idr if zeekers sets up his cameras in an efficient way

#

either way obc basically makes it completely redundant

#

so i wonder if zaggy would build in a feature to turn it off

vital steeple
#

I definitely could

#

the vanilla feature does add +1 camera to the ship which is unfortunate for something that doesn't (as far as I'm aware) add all that much functionality

#

I'll have to see if I can measure the impact on performance though, to determine how worth it that is, especially since disabling it means that I have to reposition the player name to not look weird

crude parrot
#

the local player has a pre-rendered icon

#

it would probably be fine to just use that for all players

vital steeple
#

mmm I see

crude parrot
#

it's a waste of screen space but shrug

vital steeple
#

maybe

#

I haven't looked in depth at the player cameras yet though because I started looking at updating TwoRadarMaps, and I gotta figure out how the ship icon from pre-v70 is getting hidden in the vanilla map

it shows up in the terminal map for some reason despite it being cloned from the vanilla map

crude parrot
#

the ship icon is always there

#

it's just placed in a really awkward spot where it usually gets blocked by the rest of the screen elements, or something

#

in v69 you could only see if it someone's body fell out of the map

#

im not 100% sure what's going on there

#

it probably ought to just be completely disabled in v70 because it overlaps the compass now

devout gyro
#

gawd damn it open body cams are broken in V70...its like one of my fav mods.

#

a temporary work around to the problem of it not working is perhaps you could make it that body cams only works with the added monitors from general improvments mod or something like that.

vital steeple
#

I doubt the monitors are the issue, but I'll be looking into updating it soon, don't worry

vital steeple
#

I'll have to investigate that further soon though

crude parrot
#

i just repositioned it so it consistently renders above everything else

#

not sure if you use that setting, i think it was off by default? dont remember though

#

but it was extremely inconsistent in vanilla

vital steeple
#

oh, I don't have butteryfixes in my test profile so it can't be that

#

I'll have to look at the depth of that element though to see if it's related to clipping

rich thunder
#

Is this mod useful for the new v70?

#

I havent played v70 but I read about helmet cameras, im assuming it works the same way this mod does, making this mod redundant right?

wide falcon
#

So don't use it just yet

willow arch
#

this one is so much better than the vanilla cams and would 100% recommend when it's fixed

mild patrol
#

Vanilla cams arent even the same

#

They are called face cams in the patch notes for a reason

rich thunder
#

I dont see the purpose of them wtf

crude parrot
#

they are more for immersion than being used for the same purpose as this mod

#

i think they are a cool little boost to immersion

#

makes watching players feel a little more personal even if it doesnt suit much of a purpose

#

mods like this are going to continue to exist anyway

mild patrol
#

there should lowkey be a mod that adds a button where you can switch between facecam and bodycam

vital steeple
#

turns out the issue with the ship icon was because the near and far plane for the map changed

#

very silly way for that to be hidden but shrug

vital steeple
#

this map stuff got a whole lot more complicated but thankfully it still seems doable with the setup I already had so I should have an update for TwoRadarMaps soon

vital steeple
#

TwoRadarMaps 1.6.0 is out now, and the new v70 functionality seems to work as expected as far as I can tell.

Let me know if there are any further issues with it for me to look into!

#

..or so I thought, apparently it's been rejected somehow lol

crude parrot
#

just out of curiosity, did you have a hard time updating your stuff to work?

#

i've gotta update RestoreMapper to account for the new headcams, signal loss screen, and pathway

vital steeple
#

I mean not reeeaally, the thing that took me the longest was figuring out what was mismatched between my map and the vanilla one to make the icon visible

#

what makes it tricky is that I'm cloning the map, so if you're not doing that then it probably won't really be a big deal

#

you should be able to hide the monitoring player stuff pretty easily when you take your snapshot for the mapper

crude parrot
#

ah yeah that sounds really annoying

vital steeple
#

most of my work was in copying values over to the new component

crude parrot
#

just to save myself a bunch of headache, i made the mapper refuse to activate when you're standing on the ship and the radar auto-updates

vital steeple
#

including some objects that aren't part of the UI object, so I had to start cloning some more stuff and assigning it

crude parrot
#

it's functionally useless and not worth the effort to make that work imo

#

so i can take a lot of shortcuts in manipulating the screen components until they get corrected on next auto-update

vital steeple
#

honestly, I'm trying to think whether you might be able to get away with cloning the map renderer yourself

#

since you don't need player targeting stuff, it might be way easier

crude parrot
#

each mapper has its own render texture, and i made a clone of the camera + NV + etc. that are disabled and get activated only when you click the button

#

it hides the "monitoring" text (now the headcams, presumably) when it takes the shot

vital steeple
#

including a clone of the ManualCameraRenderer? or are you controlling it for yourself?

dense dune
#

Btw Buttery after your new update for Buttery Fixes I found items to be slightly clipping into things, I assume your drop rotation fix might be causing that which is odd cus I figured you just reused the same method Zaggy had in OpenBodyCams

crude parrot
#

yes, i just patched the parameter not being passed

#

if openbodycams is installed i dont even run my patch and let his config setting take priority

crude parrot
dense dune
#

Yeah so I wonder if it's an issue with MattyFixes then, idk lol

crude parrot
#

matty changed all the default item params to the vanilla values, you need to update your config if you want the clipping fix rotations back

dense dune
#

it's more so items default dropping/resting position being lower than they should be in some cases

crude parrot
#

might be faster to just delete your config if you're not too attached to what you got

crude parrot
#

i see. idk then, probably try it without mattyfixes and report back in his thread if you get diff results

vital steeple
dense dune
#

It might be the vertical offset of 0 he has for item clipping is no longer accurate

crude parrot
dense dune
#

since Zeekerss changed quite a few things

crude parrot
#

it's basically an identical clone of the map camera except it only follows the local player (when it's active, of course) and is only activated when the mapper is refreshing its screen

dense dune
#

Btw how broken is Chameleon right now? I saw Purple report most of it didn't work anymore

crude parrot
#

but i still have to manipulate the original canvas

vital steeple
#

hm then I'm confused how the ship interferes with it?

crude parrot
#

tbh maybe it doesn't... maybe i was over-complicating my approach from the beginning

vital steeple
#

do you mean the world space canvas for the doors?

crude parrot
#

just the canvas with the "monitoring" text

vital steeple
#

oh, I thought you would want to hide that

#

or does it show up because the vanilla map is trying to show it again?

crude parrot
#

unfortunately the same container has the compass, the arrow to ship, etc. elements i actually want to show

crude parrot
#

because it shows the green flicker animation when it refreshes

tawdry raft
#

i was asking questions about the future of it

crude parrot
#

so it seemed to make more sense to just prevent it from being used when you're on the ship, rather than trying to disable/enable the monitoring text every single frame

tawdry raft
#

and stan found out about the cave nodes not properly working for the new lost signal with chameleon cave types through talking to me

#

but i never said it was outright broken

vital steeple
crude parrot
#

im used to the default rendering pipeline where you can just use OnPreCull and OnPostRender

#

but HDRP seems to use a diff system and i was having trouble finding resources to work through it

#

when i was working on my mapper rework

vital steeple
#

I'm a little surprised the canvas shows up on your cameras though, I thought that they were locked to the radar map camera

#

oh well you can use my mods as a reference

#

I use those in 3 different mods lmao

crude parrot
#

that's... not a bad idea. im surprised i didnt think to ask

vital steeple
#

probably the easiest to read would be TwoRadarMaps, it does it right in Plugin.cs

crude parrot
#

because in hindsight it makes sense you'd need to make use of it a lot

vital steeple
#

yeah

#

OpenBodyCams, TwoRadarMaps, and RuntimeIcons all need that

#

although RuntimeIcons and OpenBodyCams have their own injected hooks as well since they both do screwy stuff lol

#

you could definitely make do with the built in ones

crude parrot
#

lol, i will be sure to take a peek. it will probably help me to simplify my workflow and maybe even get the mapper working on the ship like it used to

#

im sure it will be of use nonetheless

vital steeple
#

yee it's very handy for stuff like that

#

OpenBodyCams is fixed, time to see if it triggers whatever blocked TwoRadarMaps earlier lmao

#

looks like it's good

dense dune
#

Oh hell yeah, is it also using a modification of the new vanilla camera implementation now at all? I was impressed by how much more optimized the new radar screen is

vital steeple
#

I mean the radar map itself is more optimized, not the head cam

#

I'll have to look at how the head cam is set up but for now none of the perspective change logic has been modified in OpenBodyCams

#

I just did a cursory check of the error that was causing it to break and fixed that, so there may be more issues to uncover, we'll see

crude parrot
#

the head cam stuff all looks pretty simple

#

im not sure it applies any special logic at all to the observed players

#

if you force activate the headcam for the local player then it has the same "arms only" bug as the other cameras

vital steeple
#

ahh right yeah

#

that makes sense lol I don't know why I was expecting it to involve more than that

#

then it's unlikely I have any changes to make really, except maybe for the radar boosters if their rotation was modified

#

I guess I better check that

#

okay yeah the rotation is fine, but I see what people meant about the head mounted cam on it facing a funny direction lol

#

no idea why it's facing that way but I guess it doesn't really matter

crude parrot
#

yeah it faces towards the center orb in a static position, like the player's face

#

the dropped rotation doesnt synchronize either since that still hasnt been patched in vanilla, but OBC users will be fine

vital steeple
#

right, but it also faces to the side instead of forward or backward which feels like an odd choice

#

but honestly it hardly affects gameplay, there's not a lot to see in the view

crude parrot
#

that is pretty bizarre

devout gyro
#

Yay body cams is working I am so happy!

I tested everything and body cams is working once again which is awesome!

#

well done for fixing it ๐Ÿ™Œ

vital steeple
#

no problem! glad it's working for you

eager tide
#

would it be possible to have open body cams replace the vanilla's face cam?

#

I think that would be really cool

#

not sure what you would do when the camera gets disabled when on the ship though

#

maybe could make it blue like the signal loss screen

#

or just do nothing lol

crude parrot
#

maybe a silly question and it's not related to OBC, but im asking in your thread because you informed me of this feature in the first place...
is there a good way to determine whether or not a material is utilizing a specific diffusion profile? all the hashing makes it seem like a bit of a disaster to do so

#

dopadream suspected that the new maple trees on adamance utilize proper foliage diffusion, and it does look like it, at least to my eyes. but i would like to confirm for sure, because otherwise, it's something i need to fix

uncut ridge
#

recently added RadarEdits (dont know if this is their error doing this)
for some reason, with TwoRadarMaps enabled in my pack causes the ship on the monitor be invisible (disabled on 2nd pic)
I have 2 story with Wider ship
but when I test with only 2 story with wider + RadarEdits, it is invisible again (visible with only 2 story or only wider)

so I know that its not TwoRadarMaps' fault

modpack is under 250 mods
code : 01973fb6-e8bc-73f2-bca7-fc1addc4a1c3

#

@cunning wind i'll ping you too since youre the dev of radaredits

cunning wind
#

But the ship I modified will show up properly

uncut ridge
vital steeple
# crude parrot maybe a silly question and it's not related to OBC, but im asking in your thread...

you probably wanna have a look at this:
https://github.com/PlasteredCrab/BlackMesa/blob/master/BlackMesa/Scriptables/DiffusionProfileMappings.cs

basically you would want to find all the vanilla diffusion profiles, check their hashes against the hashes that have been reinterpreted as floats and assigned to the material, if one matches then that one is being used

GitHub

Backup of Visual Studio code for the Black Mesa Lethal Company mod - PlasteredCrab/BlackMesa

crude parrot
#

sighhh

#

an example is helpful, though, at least

#

thank you

vital steeple
#

iirc you should only expect to see the 3 built in diffusion profiles in vanilla, if even that many, assuming that zeekerss hasn't felt the need to add a new one

patent scarab
# uncut ridge recently added RadarEdits (dont know if this is their error doing this) for some...

We may want to look over your mod pack again some time. I never did get to finish going over some stuff id recommend dropping or replacing. Id really recommend reducing the size too. Having that many mods especially older ones is gonna make troubleshooting very challenging. Trust me ive accidentally broke over 200 before and the constant issues that would happen were painful. Things would feel smooth at first then after a few runs its just down hill. 1 thing breaks then another and then performance drops and suddenly lag is unbearable. Not saying purge half the pack but if you are up to it let me help give it a touch up. I just managed to purge like 30 mods from mine so I treated my self to adding some more newer and updated mods.

uncut ridge
#

so with my testing with RadarEdits

  • 2 story with Wider ship

1st pic :
Only RadarEdits , Mel's 2 story and Wider ship + dependencies.
The ship is transparent

2nd pic :
RadarEdits , Mel's 2 story and Wider ship + darmuhTerminalStuff + dependencies
The ship is visible. Something from darmuhTerminalStuff fixing the transparent ship

3rd pic :
RadarEdits , Mel's 2 story and Wider ship + darmuhTerminalStuff + TwoRadarMaps + dependencies
The ship is transparent again. Something from TwoRadarMaps reverts the fix from darmuhTerminalStuff(?)

4th pic :
Error from RadarEdits only installed. is this harmful? @cunning wind

01974647-3176-1255-9a4d-caac40108637

uncut ridge
vital steeple
#
[HarmonyPostfix]
[HarmonyPatch(typeof(ManualCameraRenderer), "Start")]
private static void RadarEditfix(ManualCameraRenderer __instance)
{
    int mask = LayerMask.GetMask(new string[3] { "Room", "Foliage", "MapRadar" });
    __instance.mapCamera.cullingMask = mask;
    __instance.cameraNearPlane = -2.47f;
    __instance.cameraFarPlane = 60f;
    SetActiveobjfalse("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/RawImage");
    SetActiveobjfalse("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/LocalPlayerPlaceholder");
    SetLP("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/PlayerBeingMonitoredBG", -140f, 95f, 1f);
    SetLP("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/PlayerBeingMonitored", -140f, 95f, 0f);
    SetLS("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/PlayerBeingMonitoredBG", 1.5f, 1.5f, 1.5f);
    SetLS("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/PlayerBeingMonitored", 1.5f, 1.5f, 1.5f);
    SetActiveobjfalse("Systems/GameSystems/ItemSystems/MapScreenUI/MonitoringPlayerUIContainer/CompassRose");
}

I see a few things wrong here:

  • ManualCameraRenderer.mapCamera isn't guaranteed to be non-null, hence the exceptions above presumably
  • Far plane of 60? isn't that way higher than the value from v69?
  • The way that the elements of the map UI are found is not compatible with TwoRadarMaps, it should be going through the fields of ManualCameraRenderer to get to the hierarchy of the UI wherever possible (which I believe it is on all of these lines)
#

not sure if any of these issues is related to the ship being invisible, though

#

I wanna say the ship is supposed to be on the room layer, as is the terrain, so I don't see how the terrain could be visible while the ship isn't, but maybe 2 story has screwed up layers, I haven't ever looked personally

crude parrot
#

@vital steeple do begincamerarendering and endcamerarendering not run immediately after one another??

#

i tried doing something like this

bool rendOff;

beginCameraRendering()
{
  rendOff = renderer.forceRenderingOff;
  if (camera == myCam)
    renderer.forceRenderingOff = true;
}

endCameraRendering()
{
  renderer.forceRenderingOff = rendOff;
}

but that just causes it to get stuck with forceRenderingOff true and not render on any camera

vital steeple
#

they don't, yeah

#

you want to just treat both callbacks as a reset if it's not your camera

crude parrot
#

because i want to mess with vanilla renderers and i dont want to break other mods' behaviors

vital steeple
#

hmm how do you foresee it breaking other mods?

#

also to expand further on why it's set up that way, basically it has two loops in the render function, one to decide which cameras need rendering and cull for them, and one to send off command buffers to the GPU. The endCameraRendering is called at the end of each dispatch loop iteration

crude parrot
#

so any mods that set forceRenderingOff to true for the player's arms and want it to stay that way will break if i don't maintain that cached value

#

at this point in time, im not aware of any that exist, but that is a concern of mine nonetheless

#

it's the sort of thing that might cause unexpected behavior with other mods that's really difficult to track down and diagnose later down the line

vital steeple
#

you can reset it to the original value just fine with what I suggested

#
bool rendOff;

resetRendering() {
  if (!rendOff.HasValue)
    return;
  renderer.forceRenderingOff = rendOff.Value;
  rendOff = null;
}

beginCameraRendering(Camera camera) {
  resetRendering();
  if (camera != myCam)
    return;
  rendOff = renderer.forceRenderingOff;
  renderer.forceRenderingOff = true;
}

endCameraRendering(Camera camera) {
  resetRendering();
}
crude parrot
#

oh i see what you mean

#

since i would have control over the actions that occur before rendering any camera

#

it makes sense i could just run the reset logic before rendering any camera

vital steeple
#

yee

crude parrot
#

that's way more simple than i thought it'd be

vital steeple
#

and then after every camera so that it is back to its original value on the next game loop

crude parrot
#

ya

crude parrot
vital steeple
#

yeah no worries lol, it was definitely confusing to me at first until I had a look at the HDRP decomp

dense dune
#

@vital steeple Been noticing that TwoRadarMaps zooms out the map quite a bit compared to Vanilla is that intended?

#

I readded it cus I needed the name desync fix since names still desync on the radar without it lol

vital steeple
#

do you have the mod that reverts the map to v69 style?

dense dune
#

I don't no

vital steeple
#

did you customize your zoom levels in the config?

dense dune
#

No I've left it untouched, so my theory here is that the values are no longer whatever is accurate to v70+ lol

vital steeple
#

I wanna say that the values before were zoomed more but I don't remember for sure

#

I checked that the maps matched though, so I would suspect something is screwing with it

dense dune
#

Yeah probably, I mainly noticed it cus the ship is zoomed out more

#

I wouldn't be too sure what else might touch it, I know GI still needs to push an update to remove the monitoring text from it's mod. It's also possible something was zooming it in more than it should have been and your mod is fixing that lmao idk

vital steeple
#

I'd recommend comparing the map between vanilla and your pack to verify

#

if they differ, then it's not a TwoRadarMaps issue

dense dune
#

Gonna run a test on a vanilla profile rq

vital steeple
#

I set the zoom level separately for the terminal, but it uses the vanilla values from when I updated it

dense dune
#

Okay so this definitely isn't the fault of TwoRadarMaps testing that your mod is correcting the zoom levels it seems, my guess is GI might be causing it to be more zoomed without it since it needs updated lol

vital steeple
#

should be easy enough to verify that

#

I didn't think it had any reason to modify the zoom level, but I may be wrong

dense dune
#

It's possible it's just setting the zoom that the radar had pre-v70 since it had fixes for Monitoring: Player

vital steeple
#

I wouldn't think it would be necessary to override it to the same value

dense dune
#

Me either

#

It's GI

#

Vanilla

#

Idk why it zooms it more

vital steeple
#

well that's uh interesting

#

I might be crazy though but do those screenshots actually differ significantly?

dense dune
#

It's not huge no, it seems to mostly be zooming in the ship model lol

vital steeple
#

huh

tawdry raft
#

it probably does that in order to make it so you can properly adjust how the center monitor radar faces

#

if i had to guess

dense dune
#

Maybe

tawdry raft
#

vanilla has the ship doors facing north west but you can make it face any other orientation

#

with GI

dense dune
#

Yeah so Shaosil just needs to update the zoom then

vital steeple
#

should be possible to rotate the camera independently of the ortho size but maybe there was some complication

dense dune
#

Very possible yeah

wide falcon
#

@vital steeple is it one of your mods that disables the face camera in vanilla? wanna make sure before i get rid of radar edits (which does remove them)

dense dune
wide falcon
#

yes but i mean all of them

dense dune
#

I don't think there is a mod for that

#

I like it anyways

vital steeple
#

currently there's no option in OpenBodyCams for that

wide falcon
#

got it

vital steeple
#

I'll probably add it at some point

dense dune
#

Or maybe could request Science Bird to add it to SBT

#

as another toggle

wide falcon
#

i already mentioned it to sciencebird earlier

#

and i think they were considering it once they go back to sbt

gusty tartan
wide falcon
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cool

topaz crater
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Hello, i have a issue with radar boosters, in my modpack, when this mod is enabled with ReservedJsonSlots or ReservedItemSlotCore, a gray box appears in the radar booster making it be bugged.

topaz crater
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Report on the other mod's thread: #1273213762542895104 message

dusky otter
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heyyy sound coming from cams still planned?

vital steeple
vital steeple