#Open Body Cams

9668 messages · Page 10 of 10 (latest)

vital steeple
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I haven't looked into it at all and I'm mostly in maintenance mode for my mods at the moment

gusty tartan
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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.

vital steeple
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the purpose of that is to change the visibility per camera, so that doesn't sound accurate

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unless you're making your contour map independent of the vanilla one and it is unaffected by that code you screenshotted

gusty tartan
vital steeple
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you should look at where that method is used

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the comment explains it a bit as well

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it runs per camera render

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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

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.. reading that code again, I really was not locked in when I wrote it, I need to do some cleanup lol

gusty tartan
# vital steeple it runs per camera render

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

vital steeple
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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

gusty tartan
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ohhh, I see. yeah the order of what gets set to active was confusing a bit lol, that makes sense

vital steeple
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hmm, what order was confusing?

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it only sets the active state once

gusty tartan
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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

vital steeple
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I can't say I tested the functionality thoroughly, so I don't necessarily wanna rule out that it could be my issue

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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

gusty tartan
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mod list for reference

vital steeple
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gotcha, so it's just different targets and that's it

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I'll have a look when I have a chance, might have time tomorrow

vital steeple
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@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

dense dune
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I know LethalElementsBeta touches the radar actually

vital steeple
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hmm turns out it's not a conflict after all, it's just a run order thing

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if the terminal map is enabled while the main map is displaying the interior, then the contour map toggling breaks in the terminal

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easy fix

dense dune
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Got ya

vital steeple
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pushed a fix as v1.6.1, alongside a fix for radar boosters not displaying the contour map ever

dense dune
vital steeple
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has this been the case since the last update?

dense dune
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Probably

vital steeple
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what exactly is broken?

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also

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that is almost guaranteed not to be the first error, I'll need a full log as usual

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works for me

dense dune
dense dune
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@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

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but I noticed the TwoRadarMaps error along with a few others on lobby join

vital steeple
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if not, I can look into what's causing that error in your modpack

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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

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I wouldn't imagine that should be possible though

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were people reporting that the terminal map wasn't showing?

dense dune
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No they weren't

vital steeple
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no errors in my test profile with AdditionalNetworking added, so if you can provide more info that would help

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I dunno if I can get away with loading two instances of your profile rn though

dense dune
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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

vital steeple
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gotcha I'll check how much ram it uses tomorrow

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I'm guessing I can probably disable anything that depends on LLL to reduce that though

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assuming a content mod isn't at fault

merry pivot
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Sometimes the openbodycams' cam stay black with a single green line. Is it a incompatibility issue with lethalsponge or something?

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I'm using the setting to disable the cam when the target is inside the ship.

topaz crater
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same here, i think it happened when i disabled and enabled the screens (it still shows up with screens disabled)

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I'm not using the setting to disable the cam when the target is inside the ship

merry pivot
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"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

vital steeple
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that shouldn't affect the body cam I don't believe

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if this is only happening intermittently, seems like it's gonna be tricky to figure out

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if you can figure out what's causing it so I can reproduce the problem consistently, please do

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am I correct in thinking it looks like the map is also disabled in that screenshot?

merry pivot
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if i look at the other exterior camera the body camera works again

topaz crater
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the line was a solid image

vital steeple
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are you able to reproduce the issue consistently so I can look at it on my end?

vital steeple
topaz crater
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there was the camera displaying

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but i guess that "overrides it"

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also had this case, with similar behavior but different color

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appears if you are lucky enough on a moon and goes away when you are not looking at it + you are lucky

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it could be some incompat tho

wide falcon
vital steeple
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that's really bizarre

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seeing that corruption in motion might give me a better idea of what's going on

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maybe it's the overlay camera getting screwed up somehow, but I'm not sure what would cause that

robust talon
topaz crater
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I KNEW IT I KNEW IT WASN'T ONLY ME

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It has to be some of those big mods that updated recently

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Ever since my modpack has become unstable and there are weird things like these

topaz crater
# robust talon hmm

What mods do you have? So we can narrow down the possible mods causing this list

topaz crater
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260 here 😭

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I mean it will narrow the list down

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Hmm what mods updated today (or even yesterday) that could cause this

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That also narrows the list down

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Tomorrow I will investigate this more in my pc

merry pivot
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I never had this

merry pivot
vital steeple
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I was seeing some odd errors in Lunxara's pack when I tested it earlier, but not sure the cause yet

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unsure if it could be related to this

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would be nice if it's all the same root cause, and it wouldn't really surprise me

topaz crater
topaz crater
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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 ago
  • TooManyEmotes 2.3.10 updated 4 days ago
  • CodeRebirth 1.1.6 updated 4 days ago
  • Rexuvination 1.1.0 updated 5 days ago
  • LegendWeathers 1.1.6 updated 5 days ago
  • WesleysInteriors 3.0.4, 3.0.3 updated 5 days ago
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I have first seen the issue <t:1752702480:d><t:1752702480:t> <t:1752702480:R> (41.5 hours have passed)

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that means we can remove the first two mods from the list because the issue was already there when the glitch started

robust talon
topaz crater
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Yeah, because of the different versions

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I removed LegendWeathers

eager tide
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what's the resolutions of the external and internal ship cameras?

topaz crater
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Got the line again (General Improvements has nothing to do, it happened before i added it to that screen too)

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i landed just after and it works

topaz crater
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when landed in the company i got the green

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only for one player tho

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host if specific but idk if that will have to do

vital steeple
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do you have a consistent way to make it happen now? that's the main thing I need

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preferably without too many content mods, so that the loading is shorter

topaz crater
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no idea

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you can try only with the mods listed above

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no guarantee tho

merry pivot
eager tide
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I want to match the bodycam resolutions to the ship camera resolutions

keen geyser
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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?

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@vital steeple

vital steeple
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hmm

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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

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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

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I'll add that to the line in the readme

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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.

keen geyser
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Perfect!

vital steeple
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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 🫡

keen geyser
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Understood. This issue indeed doesn't warrant a separate update release.

keen geyser
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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.

vital steeple
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huh, why does ShipWindows need LethalLib?

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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

keen geyser
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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.

topaz crater
topaz crater
merry pivot
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Toomanyemotes and rexuvination

topaz crater
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That leaves us with CodeRebirth and WesleyInteriors

topaz crater
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again playing with 5 firends, just after the loading screen dissapeared, the way the green is displayed is identical as other time

vital steeple
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is that the GI weather display there??

wide falcon
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Yes, the fancy weather screen

vital steeple
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that's making me think maybe something weird is happening to my overlay

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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

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not sure why a mesh would look like that, though, nor why it would be green

obtuse flame
vital steeple
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hmm, interesting thought

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I'm not totally sure I understand your description of that issue though, let me try to rephrase

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you open the imperium minimap and it gets filled with a green color like what is displayed on the ship map for the contours?

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or do you mean you just see the contours on that minimap?

topaz crater
vital steeple
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ah that's good to know

topaz crater
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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

vital steeple
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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

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I'm still a bit mystified by all that, but I wonder if zeta might be onto something

obtuse flame
vital steeple
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ah, right

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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

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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

eager tide
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can the bodycam also get the no signal screen? or maybe switch back to the external ship camera?

uncut ridge
eager tide
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I was wondering if the bodycam could also have the same behavior

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or at least go back to ship camera

vital steeple
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yeah I plan on adding that state at some point, just got some other stuff I'm working on for the moment unfortunately

lyric quail
lament raft
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Just use TRM. What's the issue?

vital steeple
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yeah I'm not really inclined to split or duplicate functionality when the main feature of the mod is so minor

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I'm open to arguments in favor of that, but I don't think I'm likely to be convinced

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if the split maps are causing problems then I'd much rather fix that than create a situation where it becomes even less tested

wide falcon
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they just only want the name fix

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matter of preference i suppose but TRM is a good mod anyway so i don't see the issue here

merry pivot
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it doesn't need to do this.

lyric quail
obtuse flame
lyric quail
dusky inlet
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I think it wouldn't hurt to have the fix separately as well.

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Unless it's like super embedded into TRM's code that's its difficult to take out

lyric quail
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Because fixing a vanilla bug should not be exclusive to only if you have two radar maps

merry pivot
lyric quail
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Oh I thought it added two separate maps like on the other monitor

lyric quail
vital steeple
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I would imagine it does, but that's up to LethalElements to implement in a way that works on all map instances

merry pivot
lyric quail
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I still feel like it should be its own mod

vital steeple
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like I said, feel free to provide an argument as to why the functionality is problematic

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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

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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

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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

lyric quail
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Also

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Does the screen work with solar flare?

vital steeple
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couldn't tell ya

lyric quail
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Ok I did not see, thanks.

eager tide
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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

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I personally don’t see the point of breaking the mod up into two

lean solstice
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Im having this issue with Bodycams being all black when purchasing the upgrade for it?

vital steeple
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are you host? and could I get logs and a profile code?

lean solstice
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Yeah I was host, and everyone was having the issue.
How would I get you the logs?
019878e8-cbb0-9cc3-6a58-2df1911ddb1b

vital steeple
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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

vital steeple
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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.
vital steeple
obtuse flame
vital steeple
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I would've expected it to respect that mod

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does it not? I'll have to look at why

obtuse flame
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i just assumed it wouldnt, i'll give it a go later

merry pivot
lean solstice
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ill figure it out then

desert mango
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@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 😆

vital steeple
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they certainly should, but there's a lot of mods that screw with that

desert mango
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🫠 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.

vital steeple
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model replacers, mods that have third person views, camera mods (other than OpenBodyCams, I do things differently), probably something else I'm forgetting

crude parrot
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iirc it's also kind of inconsistent in vanilla

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because the local player's maximum LOD model is set to only render shadows

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meaning you're only visible on the cameras when the cameras render LOD1 or LOD2

crude parrot
vital steeple
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well I wouldn't exactly call that inconsistent, just a questionable solution imo

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but I don't know if zeekerss knew there was a callback for HDRP cameras

wide falcon
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is this like the other green bug bertogim got

merry pivot
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[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)

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[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)

vital steeple
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When does this happen? And can I get a full log?

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this error indicates that some mod is creating an invalid player(s), and that such an invalid player is selected on the map

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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

merry pivot
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I'm not 100% sure, but I think it was after he was killed by a spider.

merry pivot
vital steeple
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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

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but lemme see if the log reveals anything before the error spam quick

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[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)
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so..

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someone is modifying the length of allPlayerScripts

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fun

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I've seen this type of thing going around elsewhere and it is Not Good

merry pivot
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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)

merry pivot
vital steeple
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shouldn't be either of those, they have to specifically allPlayerScripts = [something] in the code

merry pivot
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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;

vital steeple
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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]

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most likely StartOfRound.Instance.allPlayerScripts =

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I have a suspicion though

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do you modify your lobby size in MoreCompany?

merry pivot
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yes in the middle of the game.

vital steeple
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wait can you do that in-game??

merry pivot
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with lobby improvements

vital steeple
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well that would explain a lot lol

merry pivot
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in-game no i mean rehost the lobby

vital steeple
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ah

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that also makes sense but makes things a lot simpler

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I can work around this then

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hopefully, anyway

vital steeple
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just pushed v3.0.8 which should in theory prevent this

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also CullFactory 2.0.0b3 fixes that exception above which is similar to the one in OpenBodyCams

merry pivot
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thx ralseifofucho

vital steeple
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🫡

main stone
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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.

vital steeple
#

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

merry pivot
#

It's not RMB Dine, but vanilla.

merry pivot
#

Turn off universal radar fix this issue

merry pivot
#

Now, I only tested with Openbodycams, universal radar and infinity money, so it's really an incompatibility between the two mods.

merry pivot
# merry pivot

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.

vital steeple
#

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

vital steeple
#

oh @merry pivot, you mentioned this is happening on Titan and Rend, does it only happen there?

merry pivot
#

isn't happening on titan and rend

vital steeple
#

oh wait sorry

#

I see, so vanilla Dine is the only one you've found to be busted?

merry pivot
#

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

vital steeple
#

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 thonk

#

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 thonk

merry pivot
#

It looks like if i only use openbodycams the camera won't remained frozen

vital steeple
#

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

vital steeple
#

I'm testing with Universal Radar and getting only a brief freeze on the radar map

#

the body cam gets blocked permanently though

merry pivot
#

Yes with/without universal radar it freeze briefly

#

probably its a third mod on my modpack that cause this

vital steeple
#

yeah, I suppose so

merry pivot
#

I tested now with only UR and OBC

vital steeple
#

I thought you had mentioned testing that way before

merry pivot
#

I tested with UniversalRadar and Vanilla without openbodycams, so I thought it was openbodycams that caused the freezing cam.

vital steeple
#

ah

#

is it perhaps having TwoRadarMaps? maybe in combination with OpenBodyCams?

merry pivot
#

I'll test this

#

The freeze didn't happen again its another mod

#

Its reverbtriggerfix with Experimental on

#

it cause the freeze

vital steeple
#

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

merry pivot
#

This only happens if I use UR, it's probably UR that's causing this

vital steeple
#

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.
vital steeple
#

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.

wide falcon
#

does tworadarmaps not use any custom rpcs or what

#

cus every other mod ive seen that updated for v73 is explicitly incompat with v72

vital steeple
#

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

zinc pivot
#

are they working bc mine arent but it could be the pack

#

im on v73

merry pivot
#

Its working here

zenith thunder
#

Working for me too

rough hornet
#

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).

vital steeple
#

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

rough hornet
steel saddle
obtuse flame
#

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

vital steeple
#

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

silver cargo
#

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.

silver cargo
plush relic
#

disabling PostProcessing on HDLCPatch fixed the OpenBodyCams issue

silver cargo
#

thanks

silver cargo
#

but... graphic is too potato..

vital steeple
#

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

silver cargo
vital steeple
#

what feature do you need that they don't provide?

#

and when does the body cam turn off?

silver cargo
# vital steeple and when does the body cam turn off?
  1. 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.

  2. A few seconds after pulling the ship's main lever, the bodycam displays cuts out. and never again.

vital steeple
#

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

silver cargo
#

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.

vital steeple
#

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

merry pivot
#

its working with diversity

vital steeple
#

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

dusky otter
#

important atp

#

a lot of stuff works because of that mod

vital steeple
#

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

dense dune
#

cus I've never had that before

#

and GraphicsAPI also wasn't updated for V73 either

vital steeple
#

what it does is fairly simple, I kinda doubt it would be the cause of lag

dense dune
#

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

merry pivot
#

No lag here and i have a bad pc

merry pivot
#

Buttery fixed this vanilla problem. Could this happen with openbodycam nosignal?

vital steeple
#

I think it should, OpenBodyCams relies on the vanilla flag for that

#

but it would also be fixed by that patch presumably

crude parrot
#

which flag?

#

i was worried about impacting other mods' behavior (undesirably)

#

so BF just:

  1. setsheadMountedCam.enabled = false
  2. setsheadMountedCamUI.enabled = false
  3. if you use NoBodyNoSignal, also calls LostSignalUI.SetActive(true)
#

it does all this in LateUpdate() iirc

merry pivot
#

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

crude parrot
#

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

crude parrot
vital steeple
#

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

crude parrot
crude parrot
crude parrot
#

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)

vital steeple
crude parrot
#

the company building just does deadBody.gameObject.SetActive(false) in DepositItemsDesk.AnimationGrabPlayer() and does not call DeactivateBody at all

vital steeple
#

fun

crude parrot
#

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;
}
crude parrot
#

so when the tentacle returns inside the window they get dragged inside, and then toggled off like they were "eaten"

vital steeple
#

oh, I was thinking of selling bodies

#

my brain is half asleep apparently

crude parrot
#

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

vital steeple
#

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

dense dune
#

@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

plush relic
dense dune
plush relic
#

ok

dense dune
#

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

vital steeple
#

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

dense dune
#

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

vital steeple
#

nothing in the player name fixes look suspicious to me to cause this issue

dense dune
#

Yeah so it might be smth odd with Diversity of GraphicsAPI somewhere

#

Cus it started after I had Diversity for a session

vital steeple
#

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

dense dune
#

Hmmmmm

dense dune
#

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

dense dune
#

@quartz walrus Does the decomped code for Diversity show anything?

quartz walrus
#

I forgor

crude parrot
#

@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?

vital steeple
#

yep

#

but also you wanna make sure that you enable persistent history in the additional data

crude parrot
#

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

vital steeple
#

oh nice, hopefully it's useful

crude parrot
#

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

vital steeple
#

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

wide falcon
#

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

patent scarab
wide falcon
iron lake
#

After death body cam is not working

crude parrot
#

@vital steeple in v80 zeekerss changed the helmet cams to bodycams

vital steeple
#

I saw dat

crude parrot
#

i assume your implementation is still a lot more thorough but pretty cool stuff

#

im not sure what you plan to do with that

vital steeple
#

I haven't been able to check it out myself but I assume that it's not changing perspectives

dense dune
#

OBC and TwoRadarMaps also do not work on V80

vital steeple
#

good to know

dense dune
#

They error out to hell and back

#

It seems he changed smth with the Terminal that they both hook into

vital steeple
#

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

crude parrot
#

ive still just been playing vanilla to try out the new stuff with friends so i havent been digging into bugs

#

or mod crashes

dense dune
#

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

vital steeple
#

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

dense dune
#

I experienced no bugs at all today, just a bit of lag with one of the new enemies lol

crude parrot
#

well i think it's fair for him to do a beta release since he hasn't released anything in 5 months

dense dune
#

Yeah

crude parrot
#

it's better that we get a really polished beta than get a really buggy release

vital steeple
#

it's hard to believe that he could have the confidence to push to main branch without letting people stress test it

dense dune
#

I also feel like the audio channel issue might finally be resolved with the new ship landing anims and transition stuff

crude parrot
#

v70 literally dropped with debug text on screen any time the sapsucker spawned lol

vital steeple
#

testing with friends is hardly enough to catch everything

dense dune
#

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

wide falcon
#

that's all i noticed

crude parrot
#

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

wide falcon
#

what would be an advantage to using OBC now that the vanilla cams face the right way

crude parrot
#

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

proud rover
dense dune
#

Seems like TwoRadarMaps and OBC break because of compatiblenoun

vital steeple
#

seems like a fine idea, and shouldn't be too hard

vital steeple
#

(no need to test that for me, I'll get to it eventually, just wondering if you tested that)

dense dune
vital steeple
#

gotcha

#

could be an issue with inlining, I wonder

wintry bronze
#

the bodycams are so weird when motion blur is enabled, its like the body cam screen blurs the hell out as well

dense dune
#

I never did test if TypeLoadExceptionFixer might fix it tbh

vital steeple
#

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

dense dune
#

It probably is just the terminal commands yeah

#

I’ll need to double check it

vital steeple
#

huh the terminal stuff shouldn't cause spam

dense dune
#

I could not get it to spam again like when I first tested it

#

I did with TwoRadarMaps though

maiden rapids
#

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.

vital steeple
#

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

dense dune
vital steeple
#

good to know, I figured I may need to update that

olive gate
vital steeple
#

There's also a PR for it, I just haven't had a chance to review/merge it yet

#

probably will tonight

vital steeple
#

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

crude parrot
#

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

vital steeple
#

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

crude parrot
#

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

vital steeple
#

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

crude parrot
#

i think there is some degree of sense keeping things the way they are since this mod mega-predates bodycams in vanilla

vital steeple
#

well it wouldn't change the default behavior necessarily

crude parrot
#

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

vital steeple
#

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

crude parrot
#

it is an astonishing 34x24

vital steeple
#

but that's the resolution of the inner camera, right? I'm more wondering about what the map camera restricts it to

crude parrot
dense dune
#

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

vital steeple
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hmm, not sure about the bug fixes now

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lemme see if it's a quick thing to determine, it's been a while since I looked at that

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yeah looks like none of it is fixed from what I can tell

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I'll get it updated now

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should be easy if OpenBodyCams was any indication, doesn't look like the patch contexts changed at all

wide falcon
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though idr if you mentioned if obc's cameras are better than vanilla or what

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like more performant

vital steeple
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probably not more performant, especially if you don't set the same fps limit as the vanilla one

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vanilla has a limit of 22fps

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even without that, though, OpenBodyCams is doing more work and rendering more

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vanilla is almost certainly set to render at the lowest LOD, tiny resolution, perhaps even most passes disabled

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which also obviously means you can't see a lot

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(the opacity doesn't help with that either)

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I just accidentally typed map in the terminal and got prompted to buy mapper tools

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it gave me a shovel

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is this a new bug?

crude parrot
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oh yeah that's just a quirk of vanilla right now

vital steeple
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gkoofy

crude parrot
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it's been a thing as long as i can remember

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probably since launch at least

vital steeple
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ah

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I never ran into that

crude parrot
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he never removed the mapper's terminal keyword

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but it points to the shovel's index in the shop now

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so it shows $30 (the shovel price) and orders a shovel

vital steeple
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ahh, I see

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all righty, OpenBodyCams and TwoRadarMaps have been updated

merry pivot
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Sorry to bother, but could you take a look in ragdolldesyncfix?

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[Error :RagdollDesyncFix] Failed to find the setting of the player ID on the ragdoll grabbable object in PlayerControllerB.KillPlayerServerRpc. log this error

dense dune
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RagdollDesyncFix was deprecated

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It's no longer needed

merry pivot
#

Ah

vital steeple
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indeed, the vanilla bug is fixed

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not how I would have done it, but it works

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I should say, not how I did it 😅

maiden rapids
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That is triple the work for you though, if I had to choose I would prefer disabling the vanilla head mounted camera display

vital steeple
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it will be an option, I was talking about the default

tropic crow
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anyone else crashing possibly partially because of open body cams ? I cant load into the ship with open body cams enabled

vital steeple
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like the game closing type crash?

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if it's crashing, the crash log/dump should at least give a clue as to what mod is at fault

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but if you suspect that it's OpenBodyCams and it happens every load in, then it's very easy to test your theory

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I can't do anything if the issue isn't confirmed/reproducible

olive rampart
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Is there a config that you can enable that changes it so the BodyCam replaces the MiniHeadcam?

vital steeple
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not yet, I haven't gotten around to that since I still have mods to update for v81 compat

merry pivot
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I can't see the bodycam in the view command with tworadarmaps installed

merry pivot
tropic crow
meager meadow
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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 🤔

vital steeple
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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

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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

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not sure when I'll get to it unfortunately

meager meadow
meager meadow
meager meadow
meager meadow
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btw, about stretching cam view on entire terminal, could you ever implement this thing or is it better to ask darmuh about it?

vital steeple
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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

merry pivot
#
[23:20:17.2863240] [Error  : Unity Log] NullReferenceException
Stack trace:
(wrapper dynamic-method) ManualCameraRenderer.DMD<ManualCameraRenderer::Update>(ManualCameraRenderer)```
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019e1eb9-4a4d-f60e-67f2-d65b04316246 modpack code

vital steeple
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hmm, interesting

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were you in the terminal at the time?

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not sure what the issue would be here tbh

merry pivot
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Maybe because when the new enemy is killed, it transforms into a ragdoll.

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And I didn't kill the enemy in that round

merry pivot
vital steeple
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activating it isn't what should affect that, it's supposed to disable the terminal map rendering if you're not in it

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although that can change depending on terminal mods

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darmuh's mod can make it active anytime you're in the ship instead

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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

vital steeple
# merry pivot 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?

merry pivot
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Weird, the only time I saw that error was when a friend transformed into the new enemy, so I thought it was that.

merry pivot
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But if you could fix that problem with the bodycam does't showing in the view command

wintry tendon
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hey the "view bodycam" command doesnt do anything, even with the setting enabled. Am I doing something wrong?

wintry tendon
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hm actually it works for the host but nobody else - what could cause that?

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when non-hosts type it it just says "no command recognized" or whatever it says when you type a non command in

vital steeple
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oh that's curious

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I'll need to revamp everything around the terminal stuff though

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I've just been busy and I know it'll take a bit of doing so I haven't gotten to it yet sad

wintry tendon