#Open Body Cams
1 messages ยท Page 9 of 1
haven't revisited OpenBodyCams properly in a while
oh god
I dunno if I want it to do that lmao
could be an option I suppose but as it is, OpenBodyCams is client side when it doesn't have LethalLib
if its still too bad a config or a button to mute the cams would be cool enough
if I was going to do all that I might as well move the buttons to the middle too
thanks for keeping it stable
our ship guy was sad without it
we dont usually take walkies since they take up a slot and the reserved item system is clunky for us
and he wanted to know what was going on
I just mean since your ship guy had used it before but you didn't have it
or maybe you mean he played with others before
oooh no
shrimp was a recent addition along like 40 other mods
so we just thought obc stopped working randomly and we got rid of it til i had time to check
which i did today
ohh I see
nah your mods fien i dont think it did anything
Should OBC hurt performance even if the camera is disabled?
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
I wouldn't expect it to, but it's certainly possible for it to
are you talking about in the ship?
My FPS fluctuates a lot, I can't say precisely if it's just on the ship
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
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
I'm not touching enemy visibility yet, so I'd really be surprised if that has anything to do with OpenBodyCams
but I can try to find out at some point
initially, i thought it was the mysterious harbinger
buttery proposed that to me because the harbinger's set up in the code is a bit jank
but i tested with someone just now and it never broke them seeing stuff outside
but the moment i bought the bodycam and spawned an old bird, that was when they couldnt
in the same day?
no
could they see enemies in that day that the old bird was invisible after installing the antenna?
yes
that is very weird
i will say
its possible the harbinger is still what is the conflict
thats my best guess at least
well its strictly an indoor enemy, but it messes with the rendering of all other monsters, because it teleports them
from whatever their last coordinate on the map was, to you if you stand nearby it too long
since zeekerss set up monster rendering to all work in one cohesive way, its possible that its conflicting with the bodycam
but i dont know for sure if that is what it is
im still pretty confident this is not openbodycams causing any problems
it does not patch SetPlayerSafeInShip or EnableEnemyMesh
openbodycams would make the issue more obvious (because it exposes a vanilla bug where closing the ship door makes indoor enemies invisible as well)
but i am close to 99.9999999999999999% confident this is being misattributed
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
and maybe hazard and pressured door codes? i dont remember
but thats something else it does in relation possibly
yes
this is probably done just by having a gigantic renderer that obscures other things on the mapradar layer
it probably doesnt patch any of the behaviors that toggle enemy visibility
if i had to guess
CNR
unless you were confused about this
which is a known issue and doesn't affect clients
is the second screenshot with the door closed?
yeah
ok ye
also i confirmed harbingers dont patch enableenemymesh or setplayersafeinship
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
i believe it is causing this to terminate early due to NRE
and affecting other enemies
but that is just my hypothesis, RN
in any case i think openbodycams is still fine
that would make a lot of sense
if there are errors in EnableEnemyMesh it would definitely have issues like that lol
always check your logs
:P
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
i shouldve clarified that, thats my bad
i've said it before but openbodycams does not patch either of the functions that alter enemy renderers
so if it is affecting enemies outside of the body cam itself
it would absolutely not be openbodycams causing it
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
so... feel free to leave OpenBodyCams out if you think that's the issue, but I can almost guarantee it will come back
if it does, please grab logs
and send them to the person actually patching those methods
if it does happen again then im sorry for taking your time up with this
yeah I mean we'll see
I could be wrong, but I don't know any reason why OpenBodyCams would cause that unless there are errors coming from it
small thing i wanted to note while the thread was active
disable while target on ship does not seem to consider ragdolls (that have been teleported to the ship) as on ship
hm, I'll add that to the todo list lol
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
@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
but more importantly, it was the harbinger probably
and not a conflict with openbodycams
heres an explanation
"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
so, sorry for everything
yeah I kinda figured it must be, all good
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?
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
solar flare is waiting for voxx to make use of the API to add support
Fairs
(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)
out of curiosity, how often do you see a shy guy through a camera that isn't a player's pov?
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
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
and does the shy guy know how to go outside from indoors?
what if you see him on body cam after someone dies to him inside?
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
ah, that's good then
Rn, it doesnt do anything, but presumably with compat he would then have that player on his aggro list
When a player seems him, they are placed on a list and he hunts and tries to kill the nearest player on the list
Upon doing so, he goes back to being passive and the list is (presumably) cleared.
oh the previous question answered that, my main concern was that he would aggro with no way to attack the target
Ah i see yeah
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
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
So i dont think it would lead to any buggy behaviour
right, that does sound fine
unfortunately it might very well require some specialized patches, so not sure how high up my todo list this will end up being
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
I have to spoof whether the player is targetable to even make it check LOS
oh interesting, makes sense
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?
sure, but the same thing applies for the shy guy imo
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
Hmm, ig yeah
And i suppose you can probably stop the rotation via config
Set speed to 0 or whatever

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
Oh I totally missed that, thank you
it should be enabled by default so it's entirely possible you might have a conflict causing it to break
but if you have the setting turned off, turn it on and see if it helps
yeah, there's no harm in leaving all compatibility options enabled, they just do nothing if they don't find the requisite mod
if that option isn't working though, you'll have to provide a profile code and log so I can look into why
Speaking of issues, I suspect this is an incompat with LethalPipeRemoval but disabling the camera on the small monitor just causes the game to crash
I'd have to reenable the internal camera and try disabling it to find out probably lol
Yeah it's a conflict with that
lol
huh ???
how do people manage to make the game crash from these things
that definitely doesn't seem like it should be on me, I only disable things
lethal pipe removal does love to just destroy half of the objects in vanilla's relay scene
wheeee
Yeah OBC's implementation of handling the Internal Cam is likely better
LPR just uses SetActive here
i thought i remember you looking into this mod before, but if you haven't, you'd love it
Idk why that causes issues
I use the Inactive mode for it
The others are problematic
Oh I get you
I don't get why having the Internal Camera disabled in both OBC and LPR results in the game dying though
https://github.com/d-rafferty/lethal-tube-removal Also it has a github
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
oh yea I've seen it, it is indeed kinda cursed that it ever used destroy
yeah I'm not sure either, you would have to give me a crash dump and player log to really get an idea
but even then it's unlikely to shed much light, because it is probably a runtime bug
It unfortunately just closes the game
So wouldn't get a crash dump
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
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
019510b3-e2c3-2810-394d-725e39d31603
it happens on multiplayer ofc and i think i reproduce it correctly with LAN
- buy a teleporter
- land anywhere then host just jump off ends life (monitor is still targeting the host)
- others that still alive try tp the dead body (ends up tp'ing themself ? even when the monitor is targetting host)
- can tp self when changed monitor to self
- cant tp host dead body when changed back to target host on monitor
day 2 of tryin to find this thing thats freaking out with tworadarmap 
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?
that would be a question for darmuh, but I can't see a reason why it would be bad to do so
I just forget whether darmuh has it set up to use the TwoRadarMaps method
sorry for the delay, goknna try and track this down now
side note, thank you for the repro steps, that should make my job 100x easier
oh boy, I'm gonna have to modernize my TwoRadarMaps project now
there's explicit compat with tworadarmaps for the tp command yeah. So either should work I think
I might have to inquire if you can narrow down the cause, because it does appear to be a conflict
I tried removing all the LLL/LethalLib content mods and it seemed to stop, but I wasn't terribly scientific about it the first time I did that since I was expecting it to still occur after doing that
stop having the issue where the tp would not work while targeting the host, that is
I put in a little check to make it not throw an exception at least, so that should be resolved in the next update
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 
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
right, I kinda figured as much
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
that's why I tried to cut it down, but unfortunately it wasn't reproducible after that
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
I'm thinking that will not fix the bug you were seeing though
oh I forgor another thing, the tp command now actually respects the cooldown lmao
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
I would have assumed the same tbh lol
we call it the terminal guy buff 
i think im onto something
gonna check a bit more
i think stuff is happening again with these 4 mod combined
#1215808576883392693 message
but the problem is completely differ
Heres the code :
0195282c-6596-65a5-8fe8-90aef6784f50
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
but after updating everything from this code the problem doesnt happen anymore so i guess thats a yippee ?
the error probably went away due to my check for negative invoices, I'll have to take a look
it shouldn't have ever happened in the first place so I'll look at this later
I'll probably add back a warning for it
which one ? 
oh whoops I made a typo, I meant to say negative indices but Android keyboard is stupid
the negative indices should not be possible
why when i buy body cams and the target leaves the ship my monitor stays black
it never shows
does the mod work with bettermonitors
GeneralImprovements you mean? it used to, I don't know about the latest update of that though
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
yes correct and bet idk why my cam wont work idk if its the popbodycam and i turn that off
do you know if i can change the teleporter prices?
pip bodycam certainly shouldn't affect that, but obviously I can't say for sure it doesn't
if you got them, a profile code and log from a case in which it was stuck may be helpful
at least so I can grab your config
it works untill i land
019547d1-6eeb-f50e-1e8d-01410dfb60d2
das code
ive been trying to fix most of the mods bc some conflicted one another but this is the last config and the teleporter prices
if you got to, pm me and we can personally talk
yea it works good but once i land and my homie, the monitor just goes black and doesnt work
oh no here is fine
forgot to reply here, but if you mean the price in store, not sure what mod(s) might allow configuring that, maybe LethalQuantities?
ahhh we dont have that gonna have to get it and check it out and my faultt
bet bett yea lmk if you check that out we miss it and its been so long and i wanted to configure our list and fix it
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.
as far as where the code for that would go, I would imagine you would need to add some stuff to BodyCamComponent
I think that you would want to make this an optional feature of the component, so that API users can make use of it if they want to, so it would probably require a public property to assign an audio source to output to
how all that fits together with the vanilla walkie audio system, not sure, but feel free to ask further questions if you have them
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
hopefully the mess that is BodyCamComponent isn't too intimidating, there's some refactoring that I could definitely stand to do
I'd like to split it into multiple files via partial classes at some point
did you manage to figure out the issue? I saw you had posted about some stuff and Glitch mentioned the config option for selecting a screen to assign it to, not sure if your config may have been messed up with regard to that
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
@patent scarab is a gangster and he helping me learn how to configure my pack
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.
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

Lets gooo
They don't add much from my experience
Pretty sure they add low amounts
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
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
I just got burnt out on the cooking mod and it makes the game far too easy tbh
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
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
@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
Most bizarre bug award
I have no idea how it even comes close to relating to the body cam
the playplace breaking two specific skins from extraenemyvariety:
I mean, I can kind of see how it makes sense
Maybe something to do with the moon itself
but these two straight up don't correlate with each other ๐ญ
Does it mention dropping items? Check the description of Fix Masked Conversion
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.
Interesting
yeah it's the second of those two
Matty actually made me aware of the issue a while ago but I haven't taken the time to figure out a better solution
the code for masked conversion in vanilla is very very screwy
at least it felt like it when I was implementing that fix before
I probably need to change some conditions in a lambda in a coroutine or something
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
It is a consistent bug, so yes, the fix is needed
It manifests on its own too, so it's not a confliction either
I've never experienced it
That doesn't downplay that it's there for everybody else
I wasn't downplaying it
Just saying
I'm just wondering if some other mod I have like Mirage might already fix the issue
Idk for sure
Probably unintentionally since this flew under the radar for so long
and also, Idk why Mirage, a completely unrelated mod, would intentionally fix something for a ship upgrade mod either
Wait are you saying the bug only exists when using OpenBodyCams?
Yes
Ahhh got ya
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
im pretty sure the masked radar shit is just vanilla bugginess
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)
the dropped item rotation is synced via openbodycams' fix because it controls the viewing angle of radar boosters
i'll just tap in to say that a mod that specifically makes items always drop when killed is DoNoyEatItems
It's very possible that another mod fixes it, whether it be intentionally or incidentally, but yes, the fix is needed in vanilla, as it is a dead giveaway that a player is a masked if the radar doesn't follow them
is it buggy? any known incompatibilities?
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
can you disable forest giants not doing it
i believe only them and masked delete items and i only really want it for masked
maybe im forgetting another monster that does
any damage source that deletes the body also deletes items
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
oh if it makes them drop first then i guess im ok with it
(and Worms)
masked, giants, workms, quicksand, modded pits. ecc...
there are a lot of things that can delete items
you'd need to get someone to mod the enemies themself that you want to change the behaviour
this is a blanked fix
well its fine i guess, i liked masked dropping items specifically, but its not a necessity
but thats assuming zaggy figures out how to fix it anyways
might just remain as a thing
which, it should not really
but yeah
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
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 ๐ It's been a main stay for me since Matty made the mod
not a fan of it for earth leviathans or quicksand
I don't think QuickSand leaves the stuff grabbable iirc
pretty sure the stuff drops inside the quicksand
you ain't getting it back
i see
still, earth leviathans
i guess you could argue they cant delete items on the ground
I mean usually if people die to a worm I don't bother trying to get the stuff back lol
idk, kinda gray area
I'm trying not to die too
XD
It's personally nice for immersion tbh for items to not be deleted
i have the complete opposite opinion, but only for the case of leviathans
Yeah dying in quick sand just gets the items stuck under the ground
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
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
I feel like it makes sense for converted players to drop their items anyways
I feel like it's not worth all that effort
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
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
ok this works
busy day tomorrow (today) so not sure if I'll get to releasing it then but mayhaps
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 
for both quicksand and earth leviathans you can just drop your items on the floor before you die anyway
not that i have much of a horse in this race
do masked not spawn bodies on kill?
in vanilla i mean
zeekerss went through all the effort of making masked invisible when corpses of the converted player are still active
well my overarching point is earth leviathans not deleting items dropped on the ground is weird
like, logically speaking
i assume you read over everything
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
anyways i was looking at this code with mask fixes and i thought i remembered it spawning bodies and just disabling it
but now im looking again and apparently no
they don't, no
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
it probably did at some point, but maybe zeekerss decided they shouldn't drop items and changed the kill code but not the masked conversion coroutine
yes
sorry for pings I'm just tabbed out of a game rn
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
nah you're good lol
wow im too stupid to be typing myself apparently
anyways
im not sure what to do about that
either yoink my previous patch from OpenBodyCams or excise the state from the coroutine where it checks for the body I think
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
im torn on whether i should make them spawn bodies to utilize all the vanilla behavior on the cutting room floor
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
well the real fix that zeekerss should make if items not dropping is intended would be to modify the coroutine
im not sure if he intended this or not
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
(because of lack-of-navmesh)
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
@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
๐
will obc now use maskfixes as dependency?
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
the complete fix is, yeah
Ah
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
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
note that the patch in OpenBodyCams only tries to fix the camera targeting, not the skin etc
I assume that Buttery's fix also fixes the map targeting, yeah, so it should be fine to disable it if you're running that
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
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
i just "fixed" the core issue
by making it spawn a corpse
I kept wondering if some of this stuff might have been relating to the issue of clients freezing from masked too
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
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
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)
Idk if it would stop logging it's just no errors would get logged
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)
But they would get frozen and I would start getting dropped frames on my stream signifying something network related was dying
weird
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
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
Yeah the performance issues got fixed in recent versions
i wouldn't be surprised if it was doing some sort of synchronous process that could potentially lock up under strenuous circumstances
yeah
that would do it, yeah
i think you broke the morecompany cosmetic patch at some point?
[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
Wait huh? I've not had issues ;o
yeah
I wonder if TME is fixing it for me I'm so confused lol
one of the profiles i had it on had TME
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
i have that as well
Damn
LOL
It was the only thing I could even consider to fix it on my end especially since I run a large pack
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
it happened in a profile that someone else sent me
then it also happened when i re-enabled openbodycams on my own profile
could you send a profile code then? seems like it would likely be something else screwing with the IL before I get to it
also just reproduced it on a brand new profile with only morecompany & openbodycams
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
ah yeah clearing cache seems to fix it
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
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
would appear that Bodycams do not show up with Darmuh's Terminal Stuff's shop?
unless I'm blind
with LethalLib installed?
yes
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
0195ba16-0062-d8b9-0f7c-d5f6e2cfd007
sorry it took a bit, but I am seeing it when I type "store" in the terminal
It doesn't show up in the StorePlus thing
It shows up if you turn off respect store rotation
Why is there a black box on the left of your screen there? It's so distracting lol
some chat mod I suppose
not my pack, you would have to look at the code yourself lol
yeah possibly
They have neither
Interesting
Will guess it's this
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
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
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
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?)
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
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.
probably lethalsponge's dedupe feature being glitchy
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.
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.
if you're using darmuh's use tworadarmaps tp command instead
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
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.
i think ive gotten that too, not sure what to do about that
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?
I'll try to have a look at that soon, that is very odd
I haven't gotten reports of issues like this in quite a while, especially after adding more safeties to it, but it's possible that some overrides I have for moon stuff is not handling some niche setups well
is this specifically when using the terminal to tp someone? or also the button?
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
Was this an actual known thing, specifically the freezing with no logs for the host I mentioned? Just good to know if the client logs actually pointed to the right thing lol.
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
It's hard ofc because testing alone, but using radar boosters I can get the tp command to sometimes not work on them, or tp a wrong one, but its not doing double-tps. Also sometimes I can get it to not tp me when its targetted to me. My current testing seems to have the button working more consistently than the terminal
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?
hmm, interesting, I think I had a report like this a whole ago, but I had thought I addressed it in some way
let me know if you figure out a way to get the double tp to happen especially
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
I can pretty consistently get it to not teleport me using radar boosters. I have this teleport decline mod https://thunderstore.io/c/lethal-company/p/MasterAli2/TeleportDecline/ which seems to think I'm being teleported, but there's no particles and I don't actually get tp'd when I use the tp command on the terminal
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 ๐ญ 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(?)
oh right, as far as the arrowkeys shortcut in GI goes, you can also do it in Darmuh's with this config. i found it more stable
(terminalrundelay is irrelevant, just terminalshortcuts and keyactionsconfig)
Ahh tyty, I didn't mess with that because I didn't know how to set that (+ GI has it too ofc) btw do you use the view bodycam command or the darmuh commands (overlay, minicams, etc.)
And have you ever had the game freeze up near the ship for the host with no log?
i have darmuh's camera commands disabled, i use obc view bodycam
i used to, but i havent ever since i started using reverbtriggerfix
the general idea i can give though is that the game will lag whenever it has to run a new camera
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
To be clear when I say freeze, I mean like totally freeze up and basically softlock the game. Not a stutter.
Or hardlock, lol
in that case i'm not sure
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 
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.
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.
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.
oh that's curious...
do you happen to have LethalPipeRemoval installed and set to destroy mode?
nope
very bizarre, I'm not sure what would cause that
especially if it started after it had been running fine for a while
is this the right thread to ask about TwoRadarMaps
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
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 
i assume its becus tworadarmaps doesn't like that zeranos destroys the dungeon and replaces it while the ship is landed?
cus normally that only happens after the radar screen switches back to planet details in orbit
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
is it the player light? like the one that is always on even if the flashlight isnt there?
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
ah
zeranos does at least disable the player light
not sure if its a destroy or disable
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
yeah i guess
so in that way it shouldn't screw up the TwoRadarMaps light in any way
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
pizza tower escape music
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
oh interesting
maybe there's a soft compatibility between them
or maybe it's by height

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?
it's possible yeah
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
oh lemme see what it is
what specifically are you ask about, the light being disabled? the error showing up?
the error
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
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
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
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
ohhh ok ok
which is meant for adding that elevator mechanic to other moons
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
ah
the error is basically entirely on Kite's side to fix, sorry to say @wide falcon
i see
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 
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
[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?
is this a new error
Probably not, it probably just stands out more after I redid my pack lol
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?
I think it was yeah, the client that reported it said they saw it a ton in their log
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
@vital steeple I think the monitor desyncs and breaks when players are revived with ViViko's https://thunderstore.io/c/lethal-company/p/ViViKo/BunkbedRevive/
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
Use usualscrap defibrillator instead
It works better
I would tend to expect that anything that revives players would exhibit this issue
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

i bump the price up really high for them to make it fair and its actually quite useful when you have a smaller lobby
it doesnt
just playin, dw about it
hmm, that's curious then, not sure why that would be
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
ok
ngl I used to agree with this unironically but being able to revive to lessen the frustration of being dead all round from something early on means the difficulty can be cranked to 11 with modded moons and modded monsters 
@vital steeple it works, it just doesnt automatically updates
u have to switch between players
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
i meant the uhh
well like an idiot i set the config to dont use bodycams in ship
@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
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
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
I believe I have those, yeah
Also +1 for the Jiu Dreamcatcher avatar, am sad that they've disbanded
So would this be something lethal elements has to tinker with?
for the map, yes
I think they still have plans to make music together no? although yeah it is still sad since I'm sure they won't be able to nearly as much
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
no problem
@vital steeple OpenBodyCams and TwoRadarMaps are broken, the errors I got were missingfieldexceptions
I assume you mean in v70, and yea I been knew those would break
we'll see when I have a chance to work on it
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)||
I'm assuming you're referring to the vanilla feature here?
yes, vanilla
after playing more ||it does work for other players, but it doesn't move at all for me||
this is intentional
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
that's an odd choice
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
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
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
the local player has a pre-rendered icon
it would probably be fine to just use that for all players
mmm I see
it's a waste of screen space but shrug
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
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
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.
I doubt the monitors are the issue, but I'll be looking into updating it soon, don't worry
hmm that seems odd, I feel like I remember it being consistently visible before
if it's due to clipping through things, it seems surprising to me that it's inconsistent between the main monitor and my terminal map
I'll have to investigate that further soon though
butteryfixes includes a setting to let you "restore" it
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
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
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?
This mods implementation is better but it's currently broken
So don't use it just yet
this one is so much better than the vanilla cams and would 100% recommend when it's fixed
Vanilla cams arent even the same
They are called face cams in the patch notes for a reason
I just saw them, they are terrible
I dont see the purpose of them wtf
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
there should lowkey be a mod that adds a button where you can switch between facecam and bodycam
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 
ahhhh yeah
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
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
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
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
ah yeah that sounds really annoying
most of my work was in copying values over to the new component
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
including some objects that aren't part of the UI object, so I had to start cloning some more stuff and assigning it
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
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
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
including a clone of the ManualCameraRenderer? or are you controlling it for yourself?
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
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
i just control the camera myself
Yeah so I wonder if it's an issue with MattyFixes then, idk lol
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
it's more so items default dropping/resting position being lower than they should be in some cases
might be faster to just delete your config if you're not too attached to what you got
Yeah I regened it
i see. idk then, probably try it without mattyfixes and report back in his thread if you get diff results
I'm not entirely sure I understand the purpose if you have your own camera and canvas for it
could you explain a little more?
It might be the vertical offset of 0 he has for item clipping is no longer accurate
i use my own camera but not my own canvas
since Zeekerss changed quite a few things
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
Btw how broken is Chameleon right now? I saw Purple report most of it didn't work anymore
but i still have to manipulate the original canvas
hm then I'm confused how the ship interferes with it?
tbh maybe it doesn't... maybe i was over-complicating my approach from the beginning
do you mean the world space canvas for the doors?
just the canvas with the "monitoring" text
oh, I thought you would want to hide that
or does it show up because the vanilla map is trying to show it again?
unfortunately the same container has the compass, the arrow to ship, etc. elements i actually want to show
the mapper doesn't update its image instantly, it renders continuously for a brief period of time
because it shows the green flicker animation when it refreshes
i never said this
i was asking questions about the future of it
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
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
Ahhh
hmm kinda fair, although I probably would've just abused the camera callbacks once again for that lol
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
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
that's... not a bad idea. im surprised i didnt think to ask
probably the easiest to read would be TwoRadarMaps, it does it right in Plugin.cs
because in hindsight it makes sense you'd need to make use of it a lot
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
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
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

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
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
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
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
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
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
ahh i get what you mean
that is pretty bizarre
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 ๐
no problem! glad it's working for you
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
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
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
IDK๏ผEven if I show all the layers
But the ship I modified will show up properly
is this harmful? can see it even RadarEdits only installed
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
that's exactly what i was hoping you wouldn't say
sighhh
an example is helpful, though, at least
thank you
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
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.
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
lol this is the 4th pic it didnt send
[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
@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
they don't, yeah
you want to just treat both callbacks as a reset if it's not your camera
sigh that suucks
because i want to mess with vanilla renderers and i dont want to break other mods' behaviors
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
well, the patch above was to stop the player's arms from rendering on the ship camera and security camera
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
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();
}
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
yee
that's way more simple than i thought it'd be
and then after every camera so that it is back to its original value on the next game loop
ya
sorry, im still too used to thinking about this framework!
yeah no worries lol, it was definitely confusing to me at first until I had a look at the HDRP decomp
@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
do you have the mod that reverts the map to v69 style?
I don't no
did you customize your zoom levels in the config?
No I've left it untouched, so my theory here is that the values are no longer whatever is accurate to v70+ lol
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
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
I'd recommend comparing the map between vanilla and your pack to verify
if they differ, then it's not a TwoRadarMaps issue
Gonna run a test on a vanilla profile rq
I set the zoom level separately for the terminal, but it uses the vanilla values from when I updated it
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
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
It's possible it's just setting the zoom that the radar had pre-v70 since it had fixes for Monitoring: Player
I wouldn't think it would be necessary to override it to the same value
well that's uh interesting
I might be crazy though but do those screenshots actually differ significantly?
It's not huge no, it seems to mostly be zooming in the ship model lol
huh
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
Maybe
vanilla has the ship doors facing north west but you can make it face any other orientation
with GI
Yeah so Shaosil just needs to update the zoom then
should be possible to rotate the camera independently of the ortho size but maybe there was some complication
Very possible yeah
@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)
SBT can disable the one for yourself
yes but i mean all of them
currently there's no option in OpenBodyCams for that
got it
I'll probably add it at some point
i already mentioned it to sciencebird earlier
and i think they were considering it once they go back to sbt
it'll be a bit before I work on anything significant for SBT, but since this takes like 10 seconds I just pushed an update with it ๐ซก
cool
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.
Report on the other mod's thread: #1273213762542895104 message
heyyy sound coming from cams still planned?
this is really odd, any logs from when this occurs?
I'll have a look in the other thread to see what progress is made there though
I don't wanna say it's planned by me, but I'm open to the feature being added by others
more work
