#Open Body Cams
9668 messages · Page 10 of 10 (latest)
so, there's a bit of a conundrum with the v70 contour sprites and TwoRadarMaps: there's only one contour sprite but two screens can be displayed at once. the way it's currently addressed is if either of the players on radar cams are in an interior, the map will be disabled (so, if one a player is inside on one screen, a player outside on the other screen will have no outside map at all). keeping it enabled for both players or even making a duplicate contour map would both be worse, though.
I encountered this issue while working on my own project and thought I'd bring it up here (in case this isn't reported/widely known already). let me know if there's any current plans to address this, I've been considering doing something to improve this system myself in a Universal Radar update.
the purpose of that is to change the visibility per camera, so that doesn't sound accurate
unless you're making your contour map independent of the vanilla one and it is unaffected by that code you screenshotted
If you're disabling the object itself with setactive shouldnt that make it invisible to all cameras? at the very least I've seen this issue in-game so something is certainly happening
you should look at where that method is used
the comment explains it a bit as well
it runs per camera render
if it's not behaving as expected in vanilla, and you can provide steps to reproduce the unexpected behavior, then I can have a look
if it's some mod-provided contour map though, then that's probably on them to make it work with this
.. reading that code again, I really was not locked in when I wrote it, I need to do some cleanup lol
yeah I'm seeing that now, but is that really how Unity's game object hierarchy works? I'm surprised that objects could have active states per camera but I guess I'm not too experienced in the deeper parts of Unity
I recreated it on vanilla moons so I dont think it's a mod issue, I'll do some more testing to narrow it down though
it's not that it has an active state per camera, it's that the object's active state is modified before each camera renders the world
ohhh, I see. yeah the order of what gets set to active was confusing a bit lol, that makes sense
just how additional setactives from mods interact with the setactive in the vanilla update loop, not talking about this mod specifically. I was thinking you'd need to do something with the order to fix that issue but didnt realize that was already happening.
if that is all working correctly it's probably an incompatibility with another radar patch, I'll check back in a second
I can't say I tested the functionality thoroughly, so I don't necessarily wanna rule out that it could be my issue
but if you know how to reproduce whatever issue you're seeing, that's the first step to determining whether the issue is on my end
was able to recreate even after removing the mods which obviously affect the radar, still possible it's an incompatibility of some sort though
mod list for reference
gotcha, so it's just different targets and that's it
I'll have a look when I have a chance, might have time tomorrow
@gusty tartan doesn't happen in my test profile, not sure what mod in that list would be interfering but if you can narrow it down I'll take a look
Maybe it's WeatherTweaks or TerminalFormatter?
I know LethalElementsBeta touches the radar actually
hmm turns out it's not a conflict after all, it's just a run order thing
if the terminal map is enabled while the main map is displaying the interior, then the contour map toggling breaks in the terminal
easy fix
Got ya
pushed a fix as v1.6.1, alongside a fix for radar boosters not displaying the contour map ever
@vital steeple TwoRadarMaps is broken for clients
has this been the case since the last update?
Probably
what exactly is broken?
also
that is almost guaranteed not to be the first error, I'll need a full log as usual
works for me
@vital steeple It's big cus we had Oxyde explode that round after a Ghost Girl spawned, it caused every enemy to break for clients lol
but I noticed the TwoRadarMaps error along with a few others on lobby join
wait so this error goes away if you solve that problem? sorry I misread
if not, I can look into what's causing that error in your modpack
I don't see an obvious cause of the terminal map not being created, so unless AdditionalNetworking is running OnSyncUsernameClientRpc before Terminal.Start can run, I'm not sure what's causing this
I wouldn't imagine that should be possible though
were people reporting that the terminal map wasn't showing?
No they weren't
no errors in my test profile with AdditionalNetworking added, so if you can provide more info that would help
I dunno if I can get away with loading two instances of your profile rn though
0198168a-d775-ce0a-09b4-e54243bff84c This is my current profile it should be fine? I've debloated it quite a bit the main issue might be Wesley's Moons maybe
gotcha I'll check how much ram it uses tomorrow
I'm guessing I can probably disable anything that depends on LLL to reduce that though
assuming a content mod isn't at fault
Sometimes the openbodycams' cam stay black with a single green line. Is it a incompatibility issue with lethalsponge or something?
I'm using the setting to disable the cam when the target is inside the ship.
same here, i think it happened when i disabled and enabled the screens (it still shows up with screens disabled)
I'm not using the setting to disable the cam when the target is inside the ship
"Should Sponge replace the base Lethal Company ManualCameraRenderer.MeetsCameraEnabledConditions function with one that more reliably disables ship cameras when they're not in view?" maybe this option
that shouldn't affect the body cam I don't believe
if this is only happening intermittently, seems like it's gonna be tricky to figure out
if you can figure out what's causing it so I can reproduce the problem consistently, please do
am I correct in thinking it looks like the map is also disabled in that screenshot?
if i look at the other exterior camera the body camera works again
enabled
the line was a solid image
oh that's curious, I wonder if the body cam is getting the wrong model to check whether it's in view then
are you able to reproduce the issue consistently so I can look at it on my end?
huh i see, I guess there's just nothing displaying
there was the camera displaying
but i guess that "overrides it"
also had this case, with similar behavior but different color
appears if you are lucky enough on a moon and goes away when you are not looking at it + you are lucky
it could be some incompat tho
Ngl this looks like the gomer gif Monty sent a while ago
that's really bizarre
seeing that corruption in motion might give me a better idea of what's going on
maybe it's the overlay camera getting screwed up somehow, but I'm not sure what would cause that
hmm
I KNEW IT I KNEW IT WASN'T ONLY ME
It has to be some of those big mods that updated recently
Ever since my modpack has become unstable and there are weird things like these
What mods do you have? So we can narrow down the possible mods causing this list
A good amount (220 mods)
260 here 😭
I mean it will narrow the list down
Hmm what mods updated today (or even yesterday) that could cause this
That also narrows the list down
Tomorrow I will investigate this more in my pc
tbh, idk
I never had this
I couldn't reproduce this error in singleplayer. Maybe it is something with spectating another player, im gonna try other day.
I was seeing some odd errors in Lunxara's pack when I tested it earlier, but not sure the cause yet
unsure if it could be related to this
would be nice if it's all the same root cause, and it wouldn't really surprise me
I got it on singleplayer
I didn't get any relevant errors when that happened to me
Mods on my modpack that updated when the issue started
(Days ago relative to when this message was sent)
CodeRebirth 1.1.7 updated 31 hours ago- ~~ RadarEdits 1.0.5 updated 38 hours ago~~
- WesleysInteriors 3.0.6, 3.0.5 updated 2 days ago
LegendWeathers 1.1.7-1.1.9 updated 2 days agoTooManyEmotes 2.3.10 updated 4 days ago- CodeRebirth 1.1.6 updated 4 days ago
Rexuvination 1.1.0 updated 5 days agoLegendWeathers 1.1.6 updated 5 days ago- WesleysInteriors 3.0.4, 3.0.3 updated 5 days ago
I have first seen the issue <t:1752702480:d><t:1752702480:t> <t:1752702480:R> (41.5 hours have passed)
that means we can remove the first two mods from the list because the issue was already there when the glitch started
I don't have LegendWeahter.
Also CodeRebirth, LegendWeathers and Wesley's interiors appears twice
what's the resolutions of the external and internal ship cameras?
Got the line again (General Improvements has nothing to do, it happened before i added it to that screen too)
i landed just after and it works
when landed in the company i got the green
only for one player tho
host if specific but idk if that will have to do
do you have a consistent way to make it happen now? that's the main thing I need
preferably without too many content mods, so that the loading is shorter
I had this problem before buy bodycam upgrade. So i think its not a problem with this mod.

I want to match the bodycam resolutions to the ship camera resolutions
I've discovered an issue: when LethalLib is installed and the configuration item ShipUpgrade.Enabled is set to true, the mod is no longer client-side only (manifested by the inability to join other vanilla lobbies).
Why do I consider this a problem? Because LethalLib might not have been installed specifically for OpenBodyCams, yet OpenBodyCams detects that LethalLib is installed, and ShipUpgrade.Enabled defaults to true.
Should this issue be mentioned in the README documentation?
@vital steeple
hmm
I guess it's not explicitly mentioned that it makes it non-client-side, but the readme does mention that LethalLib makes the body cam into an upgrade
I didn't really consider it an issue since I would've expected that people installing OpenBodyCams solely on their client would be playing in vanilla lobbies, but I can see why one might want to install it for a modded lobby too
I'll add that to the line in the readme
does this suffice?
Note: When LethalLib is installed, the body cam will not be available until an antenna is bought as a ship upgrade in the store. This means that the mod will not function as client-side anymore, and will prevent you from joining hosts that don't also have OpenBodyCams with its ship upgrade enabled. If you wish to join such lobbies with LethalLib installed, you will have to disable the ship upgrade in the config.
Perfect!
I'll hold off on pushing this to Thunderstore for a bit in case I have to make a hotfix for the issue others were investigating above, but it's up on GitHub now 🫡
Understood. This issue indeed doesn't warrant a separate update release.
Let me elaborate further on the situation I encountered to see if you'd be willing to make special accommodations for this particular case.
The issue I mentioned earlier occurs when both ShipWindows and OpenBodyCams are installed (even though they are both marked as Client-Side mods on Thunderstore). The root cause is that ShipWindows depends on the LethalLib mod.
After discovering the problem, I found that temporarily disabling ShipWindows and its dependencies could serve as a workaround, but the true cause wasn't clear at the time. Later, I checked the NetworkManager.Singleton.NetworkConfig.Prefabs list and noticed an additional BodyCamAntenna prefab compared to the vanilla game lobby. By analyzing the code of OpenBodyCams, I confirmed that the actual effective solution was to disable the ShipUpgrade.Enabled option in OpenBodyCams.
huh, why does ShipWindows need LethalLib?
not sure what accommodations I could make for a situation like that, but I'm open to suggestions, short of changing the default unfortunately, since that would probably only confuse people further
Apart from the newly added note, I don't have any better ideas either. So I've described the problem in detail just to see if there might be a better solution. But if not, having this additional note is already a good improvement.
I don't know 😭 might be 260 horizontally?
That makes the problem even weirder 😭
Question, you don't have some of the mods here? So we can remove them from the list
#1199570032196333648 message
Toomanyemotes and rexuvination
That leaves us with CodeRebirth and WesleyInteriors
again playing with 5 firends, just after the loading screen dissapeared, the way the green is displayed is identical as other time
is that the GI weather display there??
Yes, the fancy weather screen
that's making me think maybe something weird is happening to my overlay
it only updates when the status of the target changes, I'm thinking maybe some mod's post processing is screwing with it, or someone is creating a mesh that is visible to it somehow
not sure why a mesh would look like that, though, nor why it would be green
What about UniversalRadar?
For me, when i open the game with Imperium + UniversalRadar, the entire minimap turns green for me, as if being seen through the monitor, but from the normal Imperium minimap camera, since it renders the contour map thats been put over the moon inside the minimap screen
Perhaps BodyCams is also rendering the radar universal maps?
hmm, interesting thought
I'm not totally sure I understand your description of that issue though, let me try to rephrase
you open the imperium minimap and it gets filled with a green color like what is displayed on the ship map for the contours?
or do you mean you just see the contours on that minimap?
I added that but the bug did already happen without it
ah that's good to know
I thought that it was cool to see the fancy weather if you are targeting someone inside the ship (With that setting to not render the camera if the player is inside the ship)
And it works perfectly
yee that's something I wanted to enable when I made some changes to the GI compatibility, it just confused me when it showed up almost the same color as the blobs
I'm still a bit mystified by all that, but I wonder if zeta might be onto something
I open the imperium minimap, and the entire outside terrain is green, covered in the contour map
Basically, what is being rendered on the top-down ship monitor camera, and isn't normally visible to the player, is visible in the Imperium minimap
Kind of like how those giant scraps triangles are too, which are the ones you see on the monitor too
ah, right
presumably Imperium was previously set up to show the MapRadar layer for the item doritos, but now it also gets the contours from that layer as well
I'll have to look and see if I notice anything in UniversalRadar that seems like it might affect the overlay camera, but it would be somewhat strange if it did
can the bodycam also get the no signal screen? or maybe switch back to the external ship camera?
iirc no signal is vanilla behavior when the target player of the radar is in the caves in mineshafts
https://thunderstore.io/c/lethal-company/p/Tomatobird/NoLostSignal/
I was wondering if the bodycam could also have the same behavior
or at least go back to ship camera
yeah I plan on adding that state at some point, just got some other stuff I'm working on for the moment unfortunately
@vital steeple Could you upload your fix for the name desyncs on the radar as a seperate mod? Instead of it being in two radar maps. Thanks.
This thing.
https://github.com/Zaggy1024/LC_TwoRadarMaps/blob/main/TwoRadarMaps/Patches/PatchVanillaBugs.cs
Just use TRM. What's the issue?
yeah I'm not really inclined to split or duplicate functionality when the main feature of the mod is so minor
I'm open to arguments in favor of that, but I don't think I'm likely to be convinced
if the split maps are causing problems then I'd much rather fix that than create a situation where it becomes even less tested
the split maps aren't causing problems
they just only want the name fix
matter of preference i suppose but TRM is a good mod anyway so i don't see the issue here
it doesn't need to do this.
I just don’t like two radar maps but I like your fix for the name desyncs.
TwoRadarMaps is a very small mod (110kb~ or so)
And you have to kinda go out of your way to even make the 2nd map appear on the monitor. Its easily forgotten about, most players wont interact with it, so its not gonna cause a balance issue
Is there a option to disable the extra map in the config?
I think it wouldn't hurt to have the fix separately as well.
Unless it's like super embedded into TRM's code that's its difficult to take out
Same
Because fixing a vanilla bug should not be exclusive to only if you have two radar maps
do you use "view monitor" command a lot?
Oh I thought it added two separate maps like on the other monitor
does it still have the thing where it does not show the screen if its solar flare
I would imagine it does, but that's up to LethalElements to implement in a way that works on all map instances
Nope. TRM make the map from terminal don't be sync with map from monitor.
I still feel like it should be its own mod
like I said, feel free to provide an argument as to why the functionality is problematic
or fork it if you like, but you'll be on your own as far as keeping it up to date with whatever fixes I may make in the future
it definitely doesn't need to be all in one mod, but I haven't ever heard anyone say that they didn't like having them decoupled
if you do split it off, though, I don't have any intention of making sure that the two mods will work together, so you would be best served making sure that people don't run both at once
Yeah I mean it’s not that big of a deal. Yeah I think it should be standalone but it doesn’t really matter as much because the other features aren’t that big.
Also
Does the screen work with solar flare?
Ok I did not see, thanks.
If someone installed the mod to your game without telling you I bet you would never be able to point out the difference/what was changed/added
I personally don’t see the point of breaking the mod up into two
Im having this issue with Bodycams being all black when purchasing the upgrade for it?
are you host? and could I get logs and a profile code?
Yeah I was host, and everyone was having the issue.
How would I get you the logs?
019878e8-cbb0-9cc3-6a58-2df1911ddb1b
the log for the last run is in your BepInEx folder, if you open your mod profile directory and open that you should see it
OpenBodyCams Version 3.0.7
- Made map-synced body cams lose signal when their player target goes into caves.
- Made the body cam in the terminal hide itself when it cannot display its target, instead of blacking it out.
TwoRadarMaps Version 1.6.2
- Fixed the terminal map's signal lost UI not displaying when players enter caves.
just got around to looking at this, it appears to work fine on my end with your profile
If its not configurable, is there any chance you could disable the lose signal on bodycams patch if this mod is detected?
https://thunderstore.io/c/lethal-company/p/Tomatobird/NoLostSignal/
oh, my bad, i hadnt actually tried it out yet lol
i just assumed it wouldnt, i'll give it a go later

wack. Oh well
ill figure it out then
@vital steeple Did players use to show up on the internal/external ship cameras, or am I misremembering? Because apparently I'm wearing the invisible cloak from Harry Potter 😆
Oh this might be more of a https://discord.com/channels/1168655651455639582/1199836228858675330 issue.
they certainly should, but there's a lot of mods that screw with that
🫠 Not what I wanted to hear lol. Not sure what mod other than performance-related ones would just straight cull character models from the ship cameras, and I have tested them.
model replacers, mods that have third person views, camera mods (other than OpenBodyCams, I do things differently), probably something else I'm forgetting
iirc it's also kind of inconsistent in vanilla
because the local player's maximum LOD model is set to only render shadows
meaning you're only visible on the cameras when the cameras render LOD1 or LOD2
otherwise your helmet (not the fake helmet, the actual one attached to your model) would completely cover the screen
well I wouldn't exactly call that inconsistent, just a questionable solution imo
but I don't know if zeekerss knew there was a callback for HDRP cameras
[15:39:40.6335160] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
OpenBodyCams.Patches.PatchFlowerSnakeEnemy.SetClingingAnimationPositionsForPlayer (GameNetcodeStuff.PlayerControllerB player, OpenBodyCams.Utilities.Perspective perspective) (at ./Patches/PatchFlowerSnakeEnemy.cs:26)
OpenBodyCams.Utilities.ViewPerspective.Apply (OpenBodyCams.Utilities.PlayerModelState& state, OpenBodyCams.Utilities.Perspective perspective) (at ./Utilities/ViewPerspective.cs:200)
OpenBodyCams.BodyCamComponent.ApplyCullingOverrides () (at ./BodyCamComponent.cs:1167)
OpenBodyCams.BodyCamComponent.BeforeCullingAnyCamera (UnityEngine.Camera camera) (at ./BodyCamComponent.cs:456)
OpenBodyCams.Plugin.BeforeCullingAnyCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Plugin.cs:365)
OpenBodyCams.Patches.PatchHDRenderPipeline.BeforeCameraCullingHook (UnityEngine.Camera camera, UnityEngine.Rendering.ScriptableRenderContext context) (at ./Patches/PatchHDRenderPipeline.cs:121)
(wrapper dynamic-method) UnityEngine.Rendering.HighDefinition.HDRenderPipeline.DMD<UnityEngine.Rendering.HighDefinition.HDRenderPipeline::Render>(UnityEngine.Rendering.HighDefinition.HDRenderPipeline,UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List1<UnityEngine.Camera>) UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List1[T] cameras) (at <e27997765c1848b09d8073e5d642717a>:IL_001C)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <e27997765c1848b09d8073e5d642717a>:IL_0046)
[16:16:25.2527056] [Warning: Unity Log] Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
[16:16:25.3250010] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
OpenBodyCams.Patches.PatchCentipedeAI.SetClingingAnimationPositionsForPlayer (GameNetcodeStuff.PlayerControllerB player, OpenBodyCams.Utilities.Perspective perspective) (at ./Patches/PatchCentipedeAI.cs:24)
OpenBodyCams.Utilities.ViewPerspective.Apply (OpenBodyCams.Utilities.PlayerModelState& state, OpenBodyCams.Utilities.Perspective perspective) (at ./Utilities/ViewPerspective.cs:201)
OpenBodyCams.BodyCamComponent.ApplyCullingOverrides () (at ./BodyCamComponent.cs:1167)
OpenBodyCams.BodyCamComponent.BeforeCullingAnyCamera (UnityEngine.Camera camera) (at ./BodyCamComponent.cs:456)
OpenBodyCams.Plugin.BeforeCullingAnyCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Plugin.cs:365)
OpenBodyCams.Patches.PatchHDRenderPipeline.BeforeCameraCullingHook (UnityEngine.Camera camera, UnityEngine.Rendering.ScriptableRenderContext context) (at ./Patches/PatchHDRenderPipeline.cs:121)
(wrapper dynamic-method) UnityEngine.Rendering.HighDefinition.HDRenderPipeline.DMD<UnityEngine.Rendering.HighDefinition.HDRenderPipeline::Render>(UnityEngine.Rendering.HighDefinition.HDRenderPipeline,UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List1<UnityEngine.Camera>) UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List1[T] cameras) (at <e27997765c1848b09d8073e5d642717a>:IL_001C)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <e27997765c1848b09d8073e5d642717a>:IL_0046)
When does this happen? And can I get a full log?
this error indicates that some mod is creating an invalid player(s), and that such an invalid player is selected on the map
whatever mod is doing this has to be patching a ton of vanilla functions to prevent errors in an otherwise fully vanilla setup, or you would be seeing many more errors than just this one
Only two players was like that.
I'm not 100% sure, but I think it was after he was killed by a spider.
01991b40-8ff3-7493-12a8-c87ff0488a71 Modpack
for now I think I'm gonna make it not break the game but print an obnoxious noisy error to the log instead, so we can see what exactly is getting passed to that method
but lemme see if the log reveals anything before the error spam quick
[15:03:51.8073389] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
CullFactory.Extenders.TeleportExtender.SetInitialFarClipPlane () (at E:/Development/Lethal Company/Projects/LC_CullFactory/CullFactory/Extenders/TeleportExtender.cs:29)
CullFactory.Extenders.TeleportExtender.GameStarted () (at E:/Development/Lethal Company/Projects/LC_CullFactory/CullFactory/Extenders/TeleportExtender.cs:41)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?155373116(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at ./Modules/Items.cs:146)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-2058202296(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-622146132(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at ./Modules/Utilities.cs:77)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?1841916384(StartOfRound)
so..
someone is modifying the length of allPlayerScripts
fun
I've seen this type of thing going around elsewhere and it is Not Good
https://github.com/ImpulsiveLass/Arachnophilia/blob/master/Arachnophilia/SandSpiderAIPatch.cs maybe arachnophilia?
GameObject ragdollPrefab = StartOfRound.Instance.playerRagdolls[0];
GameObject ragdoll = Object.Instantiate(ragdollPrefab, __instance.homeNode.position, Quaternion.identity);
DeadBodyInfo deadBodyInfo = ragdoll.GetComponent<DeadBodyInfo>();
ragdoll.AddComponent<NetworkObject>();
Transform bodyScanNode = ragdoll.transform.Find("ScanNode");
if (bodyScanNode != null)
https://thunderstore.io/c/lethal-company/p/chuxiaaaa/FixPlayerName/source/ has a lot of allPlayerScripts
a high chance to be this mod i believe
shouldn't be either of those, they have to specifically allPlayerScripts = [something] in the code
if (!((Object)(object)StartOfRound.Instance != (Object)null) || StartOfRound.Instance.allPlayerScripts == null)
{
return;
}
QuickMenuManager val = Object.FindObjectOfType<QuickMenuManager>();
PlayerControllerB[] allPlayerScripts = StartOfRound.Instance.allPlayerScripts;
for (int i = 0; i < allPlayerScripts.Length; i++)
{
if (allPlayerScripts[i].playerSteamId == obj.Id.Value)
{
FixPlayerNamePlugin.ManualLog.LogInfo((object)$"SteamFriends_OnPersonaStateChange -> {((Friend)(ref obj)).Name}|{val.playerListSlots[i].playerSteamId}");
allPlayerScripts[i].playerUsername = ((Friend)(ref obj)).Name;
((TMP_Text)allPlayerScripts[i].usernameBillboardText).text = ((Friend)(ref obj)).Name;
allPlayerScripts[i].playerSteamId = obj.Id.Value;
((TMP_Text)val.playerListSlots[i].usernameHeader).text = ((Friend)(ref obj)).Name;
oh I guess that is kinda ambiguous, but the PlayerControllerB[] allPlayerScripts = StartOfRound.Instance.allPlayerScripts; doesn't count, it would need to be [StartOfRound].allPlayerScripts = [something]
most likely StartOfRound.Instance.allPlayerScripts =
I have a suspicion though
do you modify your lobby size in MoreCompany?
yes in the middle of the game.
wait can you do that in-game??
with lobby improvements
well that would explain a lot lol
in-game no i mean rehost the lobby
ah
that also makes sense but makes things a lot simpler
I can work around this then
hopefully, anyway
just pushed v3.0.8 which should in theory prevent this
also CullFactory 2.0.0b3 fixes that exception above which is similar to the one in OpenBodyCams
thx 
🫡
ever figure out exactly what causes this? ive had it a few times recently myself, no idea what the cam was looking at though im afraid.
I don't think I found a solution for the issue that Lunxara was encountering, not sure if she has managed to find a culprit or something in the meantime
I would suspect that if your issue started recently, it's probably a different one, regardless
I could make it print out the current target, though, maybe that'll help narrow down the cause
Just uploaded 3.0.9 which now does that, hopefully it'll shed a little light
not much more I can do at this point unfortunately
I tested on Titan and Rend (same save), this didn't happen, but Dine always does.
It's not RMB Dine, but vanilla.
Now, I only tested with Openbodycams, universal radar and infinity money, so it's really an incompatibility between the two mods.
As you can see, in both cases, the camera remained frozen until I stepped out and into the ship. The camera will only freeze for milliseconds in both vanilla and universal radar if OpenBodyCams is not installed.
I'll try to have a look at this when I can, might not remember until the weekend unfortunately
thanks for the info and narrowing it down though
oh @merry pivot, you mentioned this is happening on Titan and Rend, does it only happen there?
isn't happening on titan and rend
yes
Dine looks like freeze the camera for milliseconds while the ship is landing. Titan and Rend this never happens.
and if I use openbodycams will frozen completely until stepped out and into the ship
oh, I was actually looking at the external camera before when I saw the video, that's really odd that both stop working at the same time like that 
lemme try a repro
not sure what that would be about, unless it's messing with reverb triggers somehow
but if it was that, I would think it wouldn't be affected by installing OpenBodyCams
hmm, in my repro attempt it froze for a few frames and then worked again
although the exterior camera did stop working permanently
or actually, it's just the big monitor breaking in general 
It looks like if i only use openbodycams the camera won't remained frozen
so.. the body cam going blank appears to be from something causing the transparency to break, this hsould be fun..
it had better not be another case of people changing all cameras' settings
but it does freeze briefly like I described?
I'm testing with Universal Radar and getting only a brief freeze on the radar map
the body cam gets blocked permanently though
Yes with/without universal radar it freeze briefly
probably its a third mod on my modpack that cause this
yeah, I suppose so
I tested now with only UR and OBC
oh, you mean here you were saying you tested with just the two?
I thought you had mentioned testing that way before
I tested with UniversalRadar and Vanilla without openbodycams, so I thought it was openbodycams that caused the freezing cam.
I'll test this
The freeze didn't happen again its another mod
Its reverbtriggerfix with Experimental on
it cause the freeze
ah
yeah that makes sense
you're probably briefly passing through a reverb trigger that sets you to be outside the ship
with experimental, it never re-triggers the inside ship trigger
that's unfortunately something that would have to be fixed on a case by case basis by Jacob, I'm sure he would recommend to turn that off
that said, the overlay breaking is likely unrelated and I have no idea why that's happening
This only happens if I use UR, it's probably UR that's causing this
I was just looking through its code and I didn't see anything that seemed particularly suspicious in that regard
I suppose it might be a custom pass if they're using one, though, I should check for that
custom passes are supposed to be disabled on my camera, though, I believe
oh lol
apparently my camera was just too close to the playable area
OpenBodyCams Version 3.0.10
- Fixed the body cam monitor turning black when landing on Dine with Universal Radar enabled.
v73 stuff
OpenBodyCams
OpenBodyCams seems to work just fine on v73 from a cursory check yesterday. Lemme know if you encounter any issues. 🤞
TwoRadarMaps Version 1.6.3
Updated for compatibility with v73 and Unity 2022.3.62f2. This version remains compatible with v72.
does tworadarmaps not use any custom rpcs or what
cus every other mod ive seen that updated for v73 is explicitly incompat with v72
it patches them, but doesn't make any of its own
the only thing it does do is patch the teleporter to send its target
if one writes their own RPC code instead of using the patcher, though, theoretically a mod can be compatible with both fairly easily
they left the old RPC function table in, which is surprisingly convenient for me here
also the tp command isn't going to work right in 1.6.3, I'll put out another update momentarily
fixed! and still compatible with v72
Its working here
Working for me too
Hi, in a fresh profile, default configs... this is happening.
0199f578-5f05-f954-4731-fbf9158db22f
it doesnt happen with dawn lib 0.3.4
it does happen with dawn lib 0.3.5
its a conflict between TwoRadarMaps and DawnLib, I didnt try and downgrade TwoRadarMaps because there is only one version which is supporting V73.
I will post it in the other thread too incase its fixable at the other side (DawnLib).
Unfortunately I can't look into it until Sunday night, but this is a very strange one
I don't do a whole lot to the main monitor as far as text goes so I'm not sure what would cause this without messing around in-game, which I can't at the moment
Xu said they will chat to you about it when they look into it, and others have said today that they dont use TRM and its occuring for them. so i d k.
The one that iknow rn is only trm and autoscroll im trippin apparently
I have an odd request (TwoRadarMaps)
How hard would it be to have a command to display the terminal screen on the ship monitor?
I am thinking mostly in use with darmuh's terminal, where other players can kinda see whatevers on the terminal but its normally too small to read when next to the terminal user
Main use is so stuff like the list of moons and their weathers can be brought up so the lobby can see and decide what to do
Store item sales etc.
Though i am also now thinking it would probably need to be like, a separate bit of furniture or something since the ship monitor isn't that much bigger tbh
that's unfortunately a bit trickier than it sounds given that General Improvements replaces the monitors
I have soft compat for that in OpenBodyCams, but it's always been very finicky
also, the terminal uses a canvas to display everything, so it's not as simple as tossing a texture on the main monitor, it would have to use another camera facing the terminal
that or some mod with total control over what's displayed in the terminal in order to clone every modification onto a canvas on the main monitor
Ahh i see
When I start the game after buying a bodycam, the overlay doesn't show up. The monitor just stays black. If I die, 'signal lost' appears on the black monitor
The cam displays normally on the terminal. And no error messages are displayed.
log
you have HDLCpatch ?
disabling PostProcessing on HDLCPatch fixed the OpenBodyCams issue
thanks
thanks. it works.
but... graphic is too potato..
yeah I really need to add some big red error when HDLC is detected
the way that mod works is just not compatible with mods that depend on camera settings
you're better off just finding an alternative
if you're after resolution change, you should probably use LCUltrawide (Community version preferably), if you want graphics settings/optimizations, you should probably use Lethal Sponge
I don't think those two can completely replace HDLC. Does post-processing change the camera? The bodycam kept turning off after landing on the moon... I'm not sure.
what feature do you need that they don't provide?
and when does the body cam turn off?
-
Regarding texture resolution and sharpness, the 'HDLC patch' is sharp without needing separate settings, and its resolution settings are automatically saved in the config folder. However, for mods like 'Lethal sponge' and 'fix camera resolution', it seems something extra needs to be done to improve the image quality. I don't know the appropriate adjustment values for those settings. In particular, 'fix camera resolution' requires the user to manually refresh the resolution option in the settings, which causes many difficulties when sharing a modpack.
-
A few seconds after pulling the ship's main lever, the bodycam displays cuts out. and never again.
hmm, if the goal with HDLC is to increase the ship cameras' resolutions, I'm not sure what alternative there is other then General Improvements
it seems very strange if you have to set the setting in that mod every time you start a game to get it to change though
as for the display cutting out briefly on landing, that's normal, it's a vanilla bug with the reverb triggers
some maps are set up in a weird way to where you're considered to be outside for a moment
The bodycam feed turning off after landing on the moon is something that happens when the post-processing feature of the 'HDLC Patch' (HDLCPatch | Thunderstore - The Lethal Company Mod Database) is activated. If this option is turned off, the bodycam stays on all the time.
If, in the end, the role those other mods play is just similar to the state of HDLC with only its post-processing option turned off, then I don't see the point in replacing it.
I mean
that's up to you, but I have no intention of supporting the use of HDLC, it is fundamentally incompatible with both my camera overlay setup and Runtime Icons
or at least it's incompatible when you also have Diversity, iirc
but even if it isn't in combination with Diversity, what it does to modify the camera settings is not something that I consider to be good practice and the only way for me to fix it is to literally just undo what it does
so the only solution I can recommend is to replace it, and if you want to try to find a different solution, I'll have to leave that to you
its working with diversity
you have both?
regardless though, if the blank screen is caused by the fact that it's modifying all the camera settings in the game upon landing, then I'm not interested in trying to fix it
it should be only modifying the specific vanilla cameras that people actually care about
floppyfix?
important atp
a lot of stuff works because of that mod
the floppy fix wouldn't resolve the conflict with HDLC and the transparent rendering, although it's been quite a while since I looked at that issue so I don't remember exactly how Diversity and HDLC interact to break it
iirc Diversity has a dependency on a library that replaces the HDRP asset so modifying the vanilla one's settings does nothing
I got some pretty bad lag once during my stream yesterday just from a few masked being spawned I would assume cus of their light sources and I think it had to do with the GraphicsAPI dependency of Diversity
cus I've never had that before
and GraphicsAPI also wasn't updated for V73 either
what it does is fairly simple, I kinda doubt it would be the cause of lag
Hmmmm
I would love to know why I get weird lag issues in Multiplayer specifically cus I can't isolate what might be doing it
No lag here and i have a bad pc
Buttery fixed this vanilla problem. Could this happen with openbodycam nosignal?
I think it should, OpenBodyCams relies on the vanilla flag for that
but it would also be fixed by that patch presumably
which flag?
i was worried about impacting other mods' behavior (undesirably)
so BF just:
- sets
headMountedCam.enabled = false - sets
headMountedCamUI.enabled = false - if you use
NoBodyNoSignal, also callsLostSignalUI.SetActive(true)
it does all this in LateUpdate() iirc
Before, Buttery fixed that when you died for the watcher, the nobodynosignal from butteryfixes didn't work, and now it's working. And OpenBodyCams still shows the camera view from the player, and you can teleport the body even if it's invisible and uninteractable.
Probably, the watcher handles the players ragdoll as the company monster
i havent decompiled the watcher to check but i am willing to bet it works by spawning a ragdoll and toggling off its gameObject
zeekerss only checks if deadBody == null in the manualcamerarenderer script
so you need to add another check like deadBody == null || !deadBody.gameObject.activeSelf
the company monster does this, for 100% sure
hmm, I guess I was misremembering what the flag was for, I was thinking of playerIsInCaves, which doesn't apply to your bug fix
so the issue is that the player bodies don't despawn after being eaten by the company monster?
I don't know what the watcher is either, so I can't comment on that
is the body being hidden instead of being destroyed by some enemies?
ok I have no reading comprehension right now apparently
I would need to know where exactly the body is being deactivated, though, it doesn't look like it's done through DeadBodyInfo::DeactivateBody
the watcher is a modded enemy and one i havent seen the code for, i just assumed they reused the logic from the company monster and fixed the company monster (which has apparently also fixed the watcher, so i'd warrant it was ag ood guess)
yes, the company monster spawns a ragdoll, and then turns off its gameObject after they get dragged into the window
iirc nothing in vanilla "destroys" bodies, certain stuff just kills players without spawning any at all
you are right that masked use DeadBodyInfo.DeactivateBody() though (or at least they would if they spawned bodies in vanilla, but maskfixes does restore that behavior)
wait, it spawns a ragdoll? it's not pulling the existing player body?
the company building just does deadBody.gameObject.SetActive(false) in DepositItemsDesk.AnimationGrabPlayer() and does not call DeactivateBody at all
fun
but SetActive is called as the first line of DeactivateBody so the activeSelf check works for both cases:
public void DeactivateBody(bool setActive)
{
base.gameObject.SetActive(setActive);
this.SetBodyPartsKinematic(true);
this.isInShip = false;
this.deactivated = true;
}
yes, players ragdoll when they are killed by the company monster, and then their ragdoll's pelvis (or one of the bones im not sure which) gets "attached" to the tentacle
so when the tentacle returns inside the window they get dragged inside, and then toggled off like they were "eaten"
oh
im actually not sure what happens if you sell bodies
i would assume they get despawned like other scrap does but probably ought to check
I hope so
adding a check for that shouldn't be so hard though I suppose, I do have a method to check things every frame
not my favorite thing to rely on though, especially when it requires calling through to the runtime
oh well
very annoying that that doesn't use the DeactivateBody function though
that would prevent me from having to use runtime getters
pushed an update to fix that now
@vital steeple So we theorized this might be an incompat between OpenBodyCams and Diversity, but basically anytime anyone was haunted by any ghost girl type enemy the game would spam ManualCameraRenderer.LateUpdate() errors every frame til the round ended, this being said I didn't see any patches for this in Diversity just OpenBodyCams
you only have the error with openbodycamera on?
Did not bother testing this, but OpenBodyCams is the only thing I'm aware of patching this funtion in my pack
ok
Just sending the log for Zaggy to look into cus he can probably isolate why it's happening lol
TwoRadarMaps is also patching this
and so is ChuxiaFixes hmmmmm
This might be a ChuxiaFixes issue
019af4c6-ba36-1739-5ffd-93650d47e714 I shall provide a code here incase
I don't think I patch LateUpdate anywhere
I suspect this is an issue with how someone is adding targets to the radar more than it is an issue with some patch of the method, the log doesn't really make it look like there's any patch on it
I would expect to see a DMD in there
specifically, if this is the vanilla method body, then the error is occurring somewhere here:
headMountedCam.transform.position = headMountedCamTarget.transform.position + headMountedCamTarget.up * 1.557f + headMountedCamTarget.forward * 0.449f;
which happens if the camera is targeting a non-player with the head mounted camera enabled
actually, it looks like this code shouldn't be reachable with headMountedCamTarget == null, so I think that something may be destroying the head mounted cam in your profile
not sure tbh
I think it was Diversity or ChuxiaFixes
I didn't have the error at all yesterday after removing Diversity and turning this off
That being said I also disabled this setting in SBT but I've never had that error spam before and SBT doesn't seem to touch ManualCameraRenderer
nothing in the player name fixes look suspicious to me to cause this issue
Yeah so it might be smth odd with Diversity of GraphicsAPI somewhere
Cus it started after I had Diversity for a session
hmm, ScienceBird's player cam patches do patch LateUpdate, but I don't see anything that should cause a null deref
unless some mod is messing with the stack traces and making it so the DMD doesn't appear
but I'm guessing this bug wasn't happening regularly if you weren't able to confirm the culprit, so we may never know
Hmmmmm
It was happening anytime a player was haunted by a ghost girl type enemy
So Ghost Girl, Herobrine, Football
I do not know if it would spam after dying to them or not though
@gusty tartan perhaps you could provide insight here on why it might have happened lol
I know after pulling Diversity, Disabling FixPlayerName and doing this the issue never reprod
previously cams weren't hidden and I used the Low angle cam
My most likely guess is it was Diversity destroying it
smth with the Ghost Girl revamp
Unfortunately you'd have to download the source prob to find it, since Thunderstore doesn't show everything
@quartz walrus Does the decomped code for Diversity show anything?
I forgor
@vital steeple hey so, about the "rendering at specific FPS" thing
i remember you mentioned there's a bunch of overhead if you call .Render()
what was your workaround for that?
just disabling the camera component and enabling it on the frame you'd call Render() right?
yep
but also you wanna make sure that you enable persistent history in the additional data
yeah i was looking through your old messages and i found where you mentioned that
i was forwarding it to zeekerss since he asked about it
oh nice, hopefully it's useful
yeah
no idea what he plans to do with it
my guess is probably just re-implementing the FPS cap on the ship cams and radar
since it's been in the game as an unused feature even since release
yeah, it definitely would be good
I'm not sure if the performance issues with calling Render() were why he didn't keep that enabled, but with those changes it definitely should be helpful for performance
i'm getting a weird issue that breaks rehosting, idk if its this mod or a conflict
it happens after landing once, quitting (after taking off) and then reloading that save
Sounds like a different mod is breaking. I rock OBC and haven't had this issue at all. Can you post your mod pack code. I'll take a quick peak at it and see if anything sticks out.
019bee5f-51e5-6d35-8051-94fc9fcdefbe this is the code from when it happened
After death body cam is not working
@vital steeple in v80 zeekerss changed the helmet cams to bodycams
I saw dat
i assume your implementation is still a lot more thorough but pretty cool stuff
im not sure what you plan to do with that
I haven't been able to check it out myself but I assume that it's not changing perspectives
OBC and TwoRadarMaps also do not work on V80
good to know
They error out to hell and back
It seems he changed smth with the Terminal that they both hook into
couldn't hurt to know what the first error is ahead of time to know what I'm getting myself into, but I probably can't work on it today
mayhaps tomorrow
ive still just been playing vanilla to try out the new stuff with friends so i havent been digging into bugs
or mod crashes
The V80 release is so stable I think the Beta is to just to give modders time
Since he said he felt bad for the modders
It really just feels like it should be on Main Branch
I might eat my own words, but I think updating most of my mods shouldn't be too much trouble, the one I'm most concerned about is PathfindingLagFix
I experienced no bugs at all today, just a bit of lag with one of the new enemies lol
well i think it's fair for him to do a beta release since he hasn't released anything in 5 months
Yeah
it's better that we get a really polished beta than get a really buggy release
it's hard to believe that he could have the confidence to push to main branch without letting people stress test it
I also feel like the audio channel issue might finally be resolved with the new ship landing anims and transition stuff
v70 literally dropped with debug text on screen any time the sapsucker spawned lol
testing with friends is hardly enough to catch everything
It doesn't do that hard freeze anymore on lever pull and going into loading DunGen
I also just love the new animations it's so nice and smooth
penalties for dying aren't working
that's all i noticed
anyways for whatever it's worth i would be interested in seeing OBC's implementation of the cameras inside of vanilla's little widget
i was actually gonna make a feature request for that at some point until it happened in vanilla
maybe it already is a feature
i dont think ive been using OBC in a profile since v69
but i think it could be cool
shrug
what would be an advantage to using OBC now that the vanilla cams face the right way
well OBC is perspective correct
and also uses the camera pre-render and post-render functions to override some stuff and provide a more correct appearance
im not actually sure everything that entails but like, it's relevant for snare fleas i believe, as a random example
Larger image on it's own monitor? I don't like the tiny vanilla camera screen
Seems like TwoRadarMaps and OBC break because of compatiblenoun
i guess so
I actually never considered that lol
seems like a fine idea, and shouldn't be too hard
oh interesting, does OpenBodyCams work if you disable the terminal stuff and disable TwoRadarMaps?
(no need to test that for me, I'll get to it eventually, just wondering if you tested that)
I did try OBC on it's own and it did not work no
the bodycams are so weird when motion blur is enabled, its like the body cam screen blurs the hell out as well
Might be cus some people have appeared to have gotten it working lol
I never did test if TypeLoadExceptionFixer might fix it tbh
just to be clear, when you tried it alone, it was without any of its terminal commands enabled?
because of those are enabled I'd definitely expect to see issues no matter what other stuff you have
huh the terminal stuff shouldn't cause spam
It does just seem to be CompatibleNoun
I could not get it to spam again like when I first tested it
I did with TwoRadarMaps though
Current incompatibility with BetterSprayPaint, causes game crashes.
[Error : HarmonyX] Error while running static void OpenBodyCams.Patches.PatchPlayerControllerB::ConnectClientToPlayerObjectFinalizer(). Error: System.MissingMethodException: Method not found: void .CompatibleNoun..ctor()
at OpenBodyCams.TerminalCommands.Initialize () [0x002dd] in ./TerminalCommands.cs:75
at OpenBodyCams.ShipObjects.LateInitialization () [0x00078] in ./ShipObjects.cs:89
at OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () [0x00000] in ./Patches/PatchPlayerControllerB.cs:23
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
[Error : Unity Log] MissingMethodException: Method not found: void .CompatibleNoun..ctor()
Stack trace:
OpenBodyCams.TerminalCommands.Initialize () (at ./TerminalCommands.cs:75)
OpenBodyCams.ShipObjects.LateInitialization () (at ./ShipObjects.cs:89)
OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () (at ./Patches/PatchPlayerControllerB.cs:23)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
Not sure how that connects to BetterSprayPaint but disabling OPC stops the crashes.
crashes as in the game closes?
this looks like the error that has been reported already for the v80 beta
compatibility with v80 is pending
Oh since you're here Zaggy SmartEnemyPathfinding is broken on V81, masked can't leave the main entrance and it spams some errors every frame
good to know, I figured I may need to update that
Seems someone has uploaded a fork though I'm not clear on what it actually changes
https://thunderstore.io/c/lethal-company/p/Sygnano/OpenBodyCams_V81/
There's also a PR for it, I just haven't had a chance to review/merge it yet
probably will tonight
Anyone have thoughts on what the default should be between:
- Disabling the vanilla head-mounted camera display and shifting the text down like it was before
- Replacing the vanilla head-mounted camera display and leaving the others alone
- Doing nothing to it, having both vanilla and OpenBodyCams perspectives visible
I'm leaning towards disabling just because they're duplicating behavior now, and OpenBodyCams benefits from the extra display size, but not sure what the general preference would be
i think all 3 of these being options is ok but i think #2 definitely makes the most sense!
im not sure how OBC looks with the restricted window but i think vanilla's framing is a lot cleaner than OBC's approach of just superimposing a box into the corner :p
at least for the PiP
ah, that's true for the terminal, I hadn't thought about that.....
jeez
would be nice to have the best of both worlds
but that's real complicated
yeah im basically always watching radar on terminal these days, it's a lot cleaner and that way you can immediately access your commands
i guess i actually kinda forgot the original behavior was replacing the ship door cam
yeah
feels like this could maybe use a config revamp honestly, but that's a bit of a pain
honestly I'm inclined to drop the features for messing with the vanilla cameras and just unify the camera monitor index selection into one thing
i think there is some degree of sense keeping things the way they are since this mod mega-predates bodycams in vanilla
well it wouldn't change the default behavior necessarily
but if i were a brand new user downloading this mod i know i'd at least expect it to just improve on vanilla's bodycams directly instead of adding a second alternate implementation
but removing swapping cameras around would make including the new possible location a lot less messy
right
I'm definitely inclined to put the body cam into the vanilla view in the terminal without any option to toggle that
the amount of options right now is ....a lot to maintain
I'm thinking I would pare it down to just an enum option to select the place to display it on the monitors, and then the terminal always uses that nested image
before I go and do that, I suppose I should just push a build of the PR from the fork above
I guess I'll also have to check what the resolution on the terminal is, I'm sure I'll get complaints if the body cam in the terminal is like 60x60 and nobody can see anything there
since it's a camera within a camera, there's no real way to increase the resolution in that setup without affecting the map as well
it is an astonishing 34x24
but that's the resolution of the inner camera, right? I'm more wondering about what the map camera restricts it to
but im not sure what the limit could be pushed to before it would be bottlenecked by the overall image
Oh yeah speaking of @vital steeple Will TwoRadarMaps still be needed for the radar name desync fix? Been eagerly waiting for you to update it. I'm pretty sure both it and OBC throw compatiblenoun errors rn
hmm, not sure about the bug fixes now
lemme see if it's a quick thing to determine, it's been a while since I looked at that
yeah looks like none of it is fixed from what I can tell
I'll get it updated now
should be easy if OpenBodyCams was any indication, doesn't look like the patch contexts changed at all
#2 seems like a good choice for a default
though idr if you mentioned if obc's cameras are better than vanilla or what
like more performant
probably not more performant, especially if you don't set the same fps limit as the vanilla one
vanilla has a limit of 22fps
even without that, though, OpenBodyCams is doing more work and rendering more
vanilla is almost certainly set to render at the lowest LOD, tiny resolution, perhaps even most passes disabled
which also obviously means you can't see a lot
(the opacity doesn't help with that either)
I just accidentally typed map in the terminal and got prompted to buy mapper tools
it gave me a shovel

is this a new bug?
oh yeah that's just a quirk of vanilla right now
gkoofy
he never removed the mapper's terminal keyword
but it points to the shovel's index in the shop now
so it shows $30 (the shovel price) and orders a shovel
Sorry to bother, but could you take a look in ragdolldesyncfix?
[Error :RagdollDesyncFix] Failed to find the setting of the player ID on the ragdoll grabbable object in PlayerControllerB.KillPlayerServerRpc. log this error
Ah
indeed, the vanilla bug is fixed
not how I would have done it, but it works
I should say, not how I did it 😅
Config option? I always like having as much choices as possible.
That is triple the work for you though, if I had to choose I would prefer disabling the vanilla head mounted camera display
it will be an option, I was talking about the default
anyone else crashing possibly partially because of open body cams ? I cant load into the ship with open body cams enabled
like the game closing type crash?
if it's crashing, the crash log/dump should at least give a clue as to what mod is at fault
but if you suspect that it's OpenBodyCams and it happens every load in, then it's very easy to test your theory
I can't do anything if the issue isn't confirmed/reproducible
Is there a config that you can enable that changes it so the BodyCam replaces the MiniHeadcam?
not yet, I haven't gotten around to that since I still have mods to update for v81 compat
I can't see the bodycam in the view command with tworadarmaps installed
Sorry for a super delayed response. I havent had openbody cams enabled in a little while but it was probably a confliction thing with another mod with the v81 updates
Hello, is there any way to remove/resize player picture & nickname and resize entire cam view (not zoom) on terminal (maybe in other mods or planned in yours in future) ?
+maybe, it would be good to be able to configure transparency of pip 🤔
I was actually intending to just remove the PiP feature in favor of placing the body cam into the box that vanilla uses for its helmet camera
probably will be a bit of work, and especially will be a bit more if people want to configure the dimensions of it specifically for the terminal, but I think it's probably doable
not sure when I'll get to it unfortunately
if u are talking about this one, yeah, it would be great
yeah, configurable size/transparency would be great too (size is already configurable, but anyway)
Take your time, though I'm hoping it won't take months :d
btw, about stretching cam view on entire terminal, could you ever implement this thing or is it better to ask darmuh about it?
like stretching that box there? I suspect that's something I could do, and likely would want to do since the camera aspect ratio isn't 1:1
[23:20:17.2863240] [Error : Unity Log] NullReferenceException
Stack trace:
(wrapper dynamic-method) ManualCameraRenderer.DMD<ManualCameraRenderer::Update>(ManualCameraRenderer)```
this start to spam when someone transformed in the new enemy
019e1eb9-4a4d-f60e-67f2-d65b04316246 modpack code
hmm, interesting
were you in the terminal at the time?
not sure what the issue would be here tbh
Maybe because when the new enemy is killed, it transforms into a ragdoll.
And I didn't kill the enemy in that round
Nope, but probably view monitor was activate.
activating it isn't what should affect that, it's supposed to disable the terminal map rendering if you're not in it
although that can change depending on terminal mods
darmuh's mod can make it active anytime you're in the ship instead
I'll try to repro this once I have Black Mesa stuff all figured out, but feel free to poke me if I don't get to it by like saturday evening
just to remember
thanks for the reminder, I did indeed forget with so many other things to do 😅
I just tried repro by getting a second player converted while the first player was in the ship viewing them on the main monitor, but nothing seems to have gone wrong... I also tried killing the enemy and it didn't cause any errors. Any other ideas on steps to reproduce this?
Weird, the only time I saw that error was when a friend transformed into the new enemy, so I thought it was that.
But if you could fix that problem with the bodycam does't showing in the view command
hey the "view bodycam" command doesnt do anything, even with the setting enabled. Am I doing something wrong?
hm actually it works for the host but nobody else - what could cause that?
when non-hosts type it it just says "no command recognized" or whatever it says when you type a non command in
oh that's curious
I'll need to revamp everything around the terminal stuff though
I've just been busy and I know it'll take a bit of doing so I haven't gotten to it yet 
no worries! I look forward to the fix 😄 Having everyone able to use picture in picture would be nice