#Mirage

1 messages Β· Page 15 of 1

lilac saffron
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Fr*

deft cape
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yeah i don't think i'll intentionally allow keyboard sounds as a possible response for the ai stuff when v2 rolls around 😭

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although i get for some ppl the random sounds is what's more realistic since that's what their friends do

remote iris
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but if u make the mics voice go through a noise gate it will block keyboard sounds for the player and the masked/mimic

lilac saffron
deft cape
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πŸ’€ πŸ’€

remote iris
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Also noise gates are usually vst plugins so you might need to find a way to add them in lc idk

lilac saffron
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Question, does the process of picking an appropriate voice clip take a while or is it still too early to determine that

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Like if I speak to the mimic should I expect a fast response

deft cape
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for response time, the goal is to make it respond based on how long it normally takes for you to respond for the given context

deft cape
rain mountain
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whenever you update a mod, all dependencies are redownloaded no matter what

deft cape
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oh what, gg

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doesn't really make sense as a design choice

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i'll ask mythic about it

remote iris
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@deft cape MY HANDS

deft cape
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bro got some ai generated looking hands

lilac saffron
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also another question can mimics speak to each other?

deft cape
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nah just the voice recognition part is slow

deft cape
lilac saffron
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i have 2 people in my group who keep fighting so its gonna be amazing seeing two mimics fight each other

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cant waiut

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wait*

deft cape
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fighting, as in fighting via talking right

lilac saffron
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sorry i didnt clarify that

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obviously its not serious

deft cape
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ah just making sure u didn't mean somethingl ike using a shovel to attack each other

lilac saffron
deft cape
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yeah ai changes wouldn't be that advanced sadly 😭

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for the ai changes my goal is to just make it not as obvious as vanilla

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one of the biggest issues rn is how it stares at a player

lilac saffron
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yeah that aimbot is so obvious

deft cape
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makes u instantly know if they're fake or not (if we're talking purely about looking at them)

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yeah

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i've got ideas on how to make it less obvious but i have no idea what issues i'll come across

hoary gazelle
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silly question, would it be possible to mimic players mouse movements, not the entire time but like with small movements like turning around

torpid arch
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copying the whole file from cache and taking 2x the space is the new sexy

deft cape
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😳

lofty sorrel
rain mountain
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having it stare and say "hey" or "are you real?" or something like that would be a good touch. obviously not every time though, that would make it too easy to tell

lofty sorrel
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I think I worry a bit about one of the issues MaskedAIRevamp ran into where the Masked were no longer really a threat cause they spent the whole time just pretending to be players and end up just never attacking unless the player actively tries to touch them. I think a balance needs to be struck between them trying to blend in, and also them trying to actually kill the player in the end

versed lichen
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I think they should give up pretending if the player starts running away

lofty sorrel
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And distort the voicelines and pick aggressive ones >:)

plucky aspen
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Bees chasing you cause rapid fire voice clips when?πŸ‘€ @deft cape

upbeat olive
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would it be posible to let masked control turn into a model over suit ?

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or is it impossible

deft cape
deft cape
deft cape
upbeat olive
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i stopped using ai revamp because it had too many issues

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it softlocked my left click once and it crashed the whole lobby once with this

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it felt like the lobby timed out

deft cape
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wait diversity has an ai change for masked enemies?

buoyant skiff
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No.

rain mountain
deft cape
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if u delete it ofc u have to redl it πŸ˜›

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thats why

rain mountain
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what

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but that contradicts what you just said

deft cape
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huh

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what i said was that if you update a mod, its dependency packages dont get updated

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e.g. if you update mirage, naudio, unitask, etc, dont get force redownloaded

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now if you deleted those dependencies yourself, then ofc it needs to be redownloaded

rain mountain
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i know that. but the issue was, if you delete the AI library (since it's not needed if you don't want those features), every time you update mirage, it'll automatically redownload

deft cape
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it's a seperate, optional package

rain mountain
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so not a dependency of mirage?

deft cape
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no

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it's a soft dependency

rain mountain
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alright, that's fine then

deft cape
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if it's a hard dependency (a required package), if you delete it, it'd just cause problems

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but it's an optional package

rain mountain
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not necessarily

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if it's listed on thunderstore as a dependency at all, it's downloaded every time you update, regardless of whether it is actually required

deft cape
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thats more of a thing of mod authors not listing proper hard dependencies or not

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if it's optional ur not supposed to mark it as a mandatory package

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e.g. for mirage if u remove any of its dependencies rn, it's not gonna work properly

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those are actual hard dependencies

broken mango
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so is maskedAIrevamp good?

And I had a bug where they infect people twice and spawn 2 clones of that infected person

buoyant skiff
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It's still a beta that hasn't been worked on for a while.

broken mango
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oof

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should I remove it then?

lilac saffron
broken mango
lilac saffron
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yeah the masked keep camping the corner of the ship and just

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stay there

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no danger whatsoever

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and for people in my group it tanks their fps so not worth it

broken mango
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yea

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I disabled the computer cause they kept getting stuck

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and yeah they're AI is sadly bugged too-

lilac saffron
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the dev is busy with lc office hopefully he can return to the mod soon

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or barch will take his place with his own changes but to be honest i dont think thats coming anytime soon

broken mango
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oh wait he mad that mod too?

lilac saffron
broken mango
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I did not know that

lilac saffron
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and the jester stomp shake mod

lilac saffron
broken mango
twin abyss
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omg I was just about to say somethin' like that whilst reading through the history. Smart idea.

deft cape
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that's gonna have to be something oeis and i will try and implement a bit after, the goal for now is to just make it workℒ️

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picking which client does the work, and then handling timings for when to respond will probably be a bit challenging for that

deft cape
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damn i couldn't even get into game with this modpack, either it'd crash on startup for me or it just won't load into game properly 😭

upbeat olive
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also we intentionally dont update brutal company plus mod

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018e22ed-7e04-a538-8558-2e6c54360f2d

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you can try this code instead

deft cape
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ill try again tmrw when im on my pc

upbeat olive
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ima load it up solo real quick

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but i dont see why it wouldnt work

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yeah my game loaded up

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can play the game too

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so im not sure why it was giving you issues hopefully new code works

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i was playing with a bunch of people like 2 days ago

deft cape
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yeah no clue ill just try again with the new code tmrw

dark brook
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tyty

deft cape
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i might end up just adding this to v1 actually but just gonna focus on some other features for now first

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and then when i get around to a new update for v1 i'll probably add it in

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so what this means is if you're on voice activity, it won't generate a bunch of (nearly) empty audio files anymore

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since idk what the performance is like on slow machines, it'll be opt-in (enabled by default)

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and you'll still be able to use the current (built in) voice activity detector as an alternative

lilac saffron
brazen fjord
granite musk
deft cape
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that video is just a demonstration of it working

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it's for filtering out which microphone audio to save

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idk if you know but right now with the default voice activity detector (from dissonance, the voice chat system that lethal company uses), it picks up a lot of keyboard sounds

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and other non-sense that's unrelated to the person talking

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so with the new changes, it'll only save the audio when you're talking

granite musk
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ahh i see

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was confused cuz if the people like to talk so much the screen gonna have those text for a while lol

deft cape
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nah i don't plan on having any logs that spams the console

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that's annoying even for me to debug with, since log spam isn't helpful for debugging issues

granite musk
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VoiceHUD was the first thing that came to mind when i see the text πŸ˜‚

deft cape
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oh does it fill up your whole console 😭

granite musk
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i dont think so

deft cape
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ah thought you were just referring to that

granite musk
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i was referring IF the text were to be shown ingame
its just gonna live there rent free

deft cape
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πŸ’€

earnest juniper
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yo i know its been a while since this specific message but how do i even make it bigger?

remote iris
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forgot to do the f at end

earnest juniper
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whenever i try doing this

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it just refuses to change my tvs size tho

remote iris
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idk why and i cant help much rn imma go to school in like 30 mins

earnest juniper
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alright

deft cape
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oh true you did mention having a low end laptop you could test with 😳

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i'll hit u up when later on when i implement it into v1 for a test

lament mica
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πŸ‘πŸ»

lyric kestrel
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I think I encounter in this too.. @deft cape

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Here's my code and I will provide some logs after I played with my friends again

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018e2df9-d702-1285-e25b-e6f9cb63646a

broken mango
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it's a feature not a bug

lyric kestrel
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If my config looks like this, doesn't it mean I can hear my own voice while I'm spectate?

broken mango
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yes

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just set the top one to false

uncut sierra
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You should be able to hear your own voice while spectating. I personally never have. Infact, it seems like hearing voices while spectating rarely works in my experience.

lofty sorrel
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Pretty sure it's a known issue

lyric kestrel
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That mean I have to set it to true otherwise I can hear my own voice while I'm alive

lofty sorrel
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You are supposed to be hearing yourself in spectator, it is just bugged

lyric kestrel
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I think not only myself but also other player's voice is bugged too while in spectate?

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You can't hear mimic play other player's voice while dead too?

uncut sierra
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I've only ever heard it once, even though I've noticed people responding to -something- the mimic was saying. I assume it's super buggy

lyric kestrel
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My friends said they can hear mimic while alive but while spectate they very rare to hear which is not suppose to.

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So I guess whole spectate system mimic is super buggy?

uncut sierra
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That's my take on it. but i still vastly prefer it over skinwalkers.

lyric kestrel
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Of course. The sync is the biggest point that I prefer use this mod

deft cape
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ill have to look into this again sometime

lyric kestrel
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If you need I can record that for you

sonic flower
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Hey, is there any way I could make the voice lines louder? I've been testing the mod and the only problem I have with it is that I can't understand what the masked say due to them being a bit too quiet. Sorry if this has already been asked!

deft cape
deft cape
deft cape
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quick update, @vast cobalt and i have finished prepping the ground work required for v2 (speech recognition + machine learning).
we'll be starting to integrate the different systems together soon, but do note that this doesn't mean we'll be releasing v2 anytime soon.
my guess for when v2 will release will still be around 2-3 months

lyric kestrel
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Take your time

deft cape
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yeee just trying to keep y'all updated on the progress

proud pebble
deft cape
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not me, that's oeis πŸ˜‰

warm sierra
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I have a question, if I enable other mobs to use voices will it activate for other players ordo they ahve to activate it as well

lofty sorrel
deft cape
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yep what debby said, there's only 2 options that aren't synced cuz they're only meant for specific users to choose what they want, but the rest are automatically synced from the host

deft cape
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holy fuck mirage made it to that super lobby event, LETS FUCKING GO

paper swift
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YIPEEEEEE

deft cape
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if anyone is interested in the event: #event-announcements message

paper swift
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i hope i can make it to the event lol

deft cape
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i wish i could join, but it's running at times that i can't

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might watch it if it's being streamed though

paper swift
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ima get used to the mod before the event so i dont go to do something that is in the mods i use normaly and it just not work

deft cape
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true configs could cause a different experience compared to what u normally use

paper swift
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i just looked my mod pack has 88 more mods then the event lol

deft cape
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yeah the modpack is pretty small afterall (probably for stability)

paper swift
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yeah

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mine is also just way to big

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i get a average of 15 fps when playing solo

lofty sorrel
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I can live with 30-60, but 15

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I pray for you

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In an atheist kind of way

deft cape
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15fps is like watching a slideshow

rain mountain
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fr 😭 you're not collecting scrap you're giving a presentation on the company's upcoming fiscal year

granite musk
timber notch
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me playing skyrim at release

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FTFY

clever knot
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Is there a way to disable the the masked transforming players into masked upon killing them?

clever knot
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it's already set to 0 though

deft cape
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oh wait

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you're taking about masked enemies killing players

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that's a vanilla feature

clever knot
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really? i thought this mod added it

deft cape
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ok wait i might be getting confused with what you said

buoyant skiff
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No, you're not.

deft cape
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is there another masked enemy killing the player? or the player dies and it just spawns an enemy

clever knot
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Masked kills Players -> Players become Masked

deft cape
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that's vanilla

clever knot
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Ok, didn't know that thx

edgy axle
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though there was a pretty chaotic scenario where Mirage successfully fooled one of our teammates into getting grabbed by multiple Masked, which causes multiple of them to spawn after killing said player, then those multiplied via another player and it went on

dreamy oyster
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Can i just say how impressed i am with this mod ?! the way the masks really can trick one is so dang sick with this mod! me and my friends almost fell for it up to more times!

deft cape
edgy axle
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oh that's not an oversight in vanilla?

deft cape
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spawning multiple masked at once? or did i misread

edgy axle
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like if 3 masked grab and start converting a player and 3 masked spawn

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like that

dreamy oyster
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My spawns have been fine o_o

edgy axle
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a single player, that's the problem here

deft cape
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oh im not sure if thats from vanilla, but to be fair i havent run into that either

deft cape
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might be taking a break from working on mirage for a couple days to a week. not to worry though it's not because of any negative reasons, i'll be returning to it with full focus after my quick break

buoyant skiff
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Take your time. Mod works fine as is without any major issues.

granite musk
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enjoye your break man

remote iris
autumn glen
jagged hedge
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hihi ! When me or my friend die, sometimes I get this error that appears and everybody have low fps, we have to restart game
Does anyone know how to resolve the problem?

lofty sorrel
lofty sorrel
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TakeThatMaskOff might have issues, not certain, but also you should use MaskedEnemyOverhaulFork cause it has an option for compatibility with Mirage. It uses the same config file as MEO

jagged hedge
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Ok I will try this thanks !

timber notch
jagged hedge
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Hmmm seems that the problem is not from TakeThatMaskOff, still have the error :/

lofty sorrel
jagged hedge
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Experimentation, facility, tried several times, walking on mine or kill by monster inside

lofty sorrel
deft cape
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YOO UR BECOMING A MOD DEBBY? GRATS ON BECOMING A TRIAL MOD

deft cape
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actually wait it might be related to mirage

whats your SpawnOnPlayerDeath value set to? if it's spawning a masked enemy underwater or something, i think someone has reported that being an issue

jagged hedge
jagged hedge
deft cape
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does the error only happen sometimes?

jagged hedge
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yes

deft cape
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i think this is just mirage actually, it happens when it tries to spawn a masked enemy when you die in an area that doesnt have a nav mesh

lofty sorrel
deft cape
lofty sorrel
deft cape
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@jagged hedge ur best bet is to set that to 0 for now, im taking a break from working on mirage for now but when im back ill fix it

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im pretty sure it's just mirage actually

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cuz i remember some reports on this b4

lofty sorrel
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Does seem weird that RedLocustBees and StrangerThingsMod.Demogorgon are also having similar issues tho

deft cape
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what does that mod do

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does it spawn bees itself

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cuz the issue for mirage should be easily preventable by just checking if a nav mesh exists b4 spawning the masked enemy

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at least thats my guess

lofty sorrel
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RedLocustBees is just the internal name of bees

deft cape
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ya ik i just meant that demogorgon mod, does it try to spawn bees that ends up causing the same error?

lofty sorrel
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Oh idk, I don't know why the demogorgon would spawn bees

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Could be a separate issue tbh

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Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
MoreCompany.MimicPatches+MaskedPlayerEnemyOnEnablePatch.Postfix (MaskedPlayerEnemy __instance) (at D:/VisualStudioProjects/MoreCompany/MoreCompany/MimicPatches.cs:20)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::SetEnemyOutside>(MaskedPlayerEnemy,bool)
Mirage.Unity.MimicPlayer+MimicPlayer.mimicPlayer (GameNetcodeStuff.PlayerControllerB player, MaskedPlayerEnemy maskedEnemy) (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_0032)
Mirage.Unity.MimicPlayer+MimicPlayer.MimicPlayer (System.Int32 playerId) (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_0083)
[email protected] (GameNetcodeStuff.PlayerControllerB _arg3) (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_000A)
[email protected] (EnemyAI _arg2) (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_0094)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_0047)
Mirage.Patch.SpawnMaskedEnemy+start mimicking [email protected] (Mirage.Unity.MimicPlayer+MimicPlayer _arg3) (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_0002)
FSharpPlus.Control.Bind.op_GreaterGreaterEquals[T,E,U] (Microsoft.FSharp.Core.FSharpResult`2[T,TError] source, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] k) (at <e68e201c5389fd652badc99bd11d87ee>:IL_0000)
Mirage.Patch.SpawnMaskedEnemy+SpawnMaskedEnemy.start mimicking player (MaskedPlayerEnemy __instance) (at <bb3c5abfbf0f761d45d71245a75f47f8>:IL_0050)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::Start>(MaskedPlayerEnemy)```
deft cape
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well the error has mirage directly referenced 😭

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and this only ever happens with that mod installed im assuming?

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@lofty sorrel since u have a github acc, do u mind posting that as a github issue actually?

im prob gonna forget about it unless it's on there

lofty sorrel
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This is the error that occurs as soon as the player dies and the Masked attempts to spawn. The demogorgon and bees thing happens much later and seems unrelated

deft cape
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OHHH

deft cape
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ok thats odd, that error's different from the usual

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damn it just had to pop up right as i take my break LOL

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but i think ill just wait till after my break to actually look into it

lofty sorrel
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Okay looking at the times each error begins it seems like the bees and the demogorgon are spamming errors after the player has respawned, so it seems like the issue of monsters not despawning again

deft cape
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EnemyFix might help for that then idk

lofty sorrel
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Yeah probably, seems like it's just a side effect of the Masked issue

deft cape
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either way best bet is probably to set SpawnOnPlayerDeath to 0 until i fix it

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assuming thats the issue at least

lofty sorrel
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@jagged hedge Install EnemyFix and you shouldn't have any more issues with it other than the Masked not working for now. With how it is now you might end up seeing a bunch of broken monsters when you land on new moons

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Alright I've made the git issue

deft cape
#

tyty

half trail
jagged hedge
dawn cloud
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hows progress on 2.0

jagged hedge
half trail
buoyant skiff
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What imitations?

half trail
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I find it better than skinwalkers because everyone hears the same thing

chilly raven
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Hmm @deft cape I sadly have run into that old issue but on LC_office now

chilly raven
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It was a very confusing bug back then and honestly I still can't recall what actually seemed to fix it then

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Has all the same quirks of the Masked working fine entirely once a player is spotted or moving in and out (but that can't happen without some player intervention anyways)

deft cape
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sounds like a mod conflict somehow again

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if it's happening even when spawnonplayerdeath is set to 0 im not sure what i can do

deft cape
deft cape
chilly raven
deft cape
#

did they have an update recently

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the mods you should suspect that are causing the conflict are ones you updated recently, right before the issue started happening

chilly raven
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Don't think so but it seems to be the only commonality with LC office and Scoopys. Hmm a lot of mods updated since my last play. Gonna pick through my pack and see soon.

deft cape
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sounds good

deft cape
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so idk if it's a different mod that's causing the issue

deft cape
#

there's a [mention](#1217014377157230663 message) of this happening even without mirage installed

vast canyon
# jagged hedge Sure thanks ! here is the code and log file 018e4433-fe5d-8f0c-679b-728a11f5afb...

It's actually mod causing this issue, due to unhandled exception:

[Info   : Unity Log] Taking control of player Player and enabling camera!
[Info   : Unity Log] Starting voice tracking for player: Ciryond
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CorporateRestructure.Component.CreditMonitor.UpdateMonitor () (at <145f04274b9a4d6b9e59d1553ca40844>:IL_0000)
CorporateRestructure.Patch.MonitorPatch.OnPlayerConenct () (at <145f04274b9a4d6b9e59d1553ca40844>:IL_0000)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
#

CorporateRestructure is caused this bug, so don't worry

deft cape
#

oh shit nice find

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@chilly raven are u using CorporateRestructure as well?

chilly raven
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No i haven't actually

remote iris
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Jk

deft cape
twin abyss
#

corporaterestructure f'd with toomanyemotes and their camera somehow

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don't ask me how a monitors-adding mod messes with camera

fading sapphire
#

You'd be surprised, the enigma that is BetterSprayPaint broke dungeons and still does for the newer ones unaware 🫠

sudden ibex
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@chilly raven what is the bug exactly? My group and I also use Mirage, LC_Office and some other mods. Maybe I can help and say if we have(had) the same issue?

chilly raven
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Masked that spawn believe they are outside? And will have broken pathfinding

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They attempt to go to the highest point of a level trying to get back inside the facility

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They're AI is very broken in this state taking two steps before recalculating their path. Moving very slowly. Once a player is seen this seems to fix their AI. or if they manage to go inside and out

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Any masks will tend to group up in a pile. Which while funny if someone were to stumble upon them. Makes their presence on a level very minor

lofty sorrel
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That doesn't seem like a Mirage issue

remote iris
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its a feature pretty sure

deft cape
#

Yeah mirage doesnt affect AI, plus ive heard of that issue happening for other enemies before (without mirage installed)

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I think it has to do with modded moons? Not too sure though

olive bloom
#

quick question, does everyone need to edit their config to make sure enemy types with voices match?

remote iris
#

right? @deft cape

deft cape
#

everything else is synced from the host to all other clients

deft cape
remote iris
#

b-b-but the break

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dawg use ur rest

deft cape
#

all good i was just planning on taking a couple days off anyways πŸ˜›

amber swallow
remote iris
#

that aint me

amber swallow
#

i am evil vladiester

deft cape
#

LOL

remote iris
#

barch eliminate this masked/mimic

amber swallow
remote iris
#

yes

amber swallow
#

πŸ€“

remote iris
#

😭

amber swallow
remote iris
#

@deft cape get a shovel rn

deft cape
#

box that mfer

chilly raven
#

Suddenly it works?

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Strangest bug I disabled some mods and it worked. I now have renabled all mods and it works

twilit monolith
#

@deft cape I saw that someone last night showing NREs, were those taken care of?

deft cape
#

wonder if it's just temporarily "fixed" for you

#

like maybe it just somehow hasn't happened yet

deft cape
twilit monolith
#

That was what I was referring to yea lol

deft cape
#

oh wait i worded that a bit wrong, my next update will fix an error regarding spawning on an area not on a nav mesh, but for the error that Ciryond reported, i'm not sure anymore if it's related to the fix i had planned

#

then again now that i think about it, isn't that the vanilla error that was fixed in StarlancerAIFix?

twilit monolith
deft cape
#

Mirage v1.1.1 is released:

  • Add configuration option ImitateMode to change how a recording is picked.
    • Set this to Random to keep the current behaviour (recordings are picked completely random).
    • Set this to NoRepeat to avoid repeating the same recording (this can still happen when not many recordings exist). Here is how it works:
      • A pool of recordings is filled.
      • A recording is randomly picked, and then removed from the pool.
      • When pool becomes empty, it becomes filled again.
  • SpawnOnPlayerDeath no longer spawns an enemy if the player is not on a navmesh.
    • Previously, this was band-aid fixed by preventing a spawn if the player died by gravity.
    • CauseOfDeath: Gravity no longer prevents the masked enemy from spawning, meaning ladders can spawn them properly now.
    • Note: Many areas throughout the map such as standing on top of a railing is detected as a missing navmesh. Such areas will prevent SpawnOnPlayerDeath from spawning a masked enemy.
rain mountain
#

why not make it spawn on the nearest navmesh instead of not spawning?

upbeat compass
vast canyon
#
[WARNING] Data too long to fit the audioclip: qwbarch.Mirage. 1152 sample(s) discarded
#

hmm

deft cape
deft cape
deft cape
vast canyon
#

not sure

#

and discarded samples are constant: 1152 or 2304

#

Looks like channels is not setup correctly for audio clip?

deft cape
#

is your mic dual channel?

remote iris
#

barch my friend (nerd emoji dude) has gone insane

#

he keeps seeing hallucinations of me

#

and he's going crazy lol

deft cape
#

he's dreaming about u 😳

#

@vast canyon how many channels does your mic support? maybe i only handled mono channel audio

vast canyon
remote iris
deft cape
#

LMFAOO

deft cape
# vast canyon

ok gonna take a look, it probably is that i only handled mono channel properly

vast canyon
#

my mic is out 1 channel

lofty sorrel
vast canyon
#

but voicemeeter banana outs my mic into 2 channels

remote iris
deft cape
deft cape
#

ill look into it

deft cape
remote iris
lofty sorrel
#

"Love you to the moon and back"

#

The moon being Tolian

deft cape
#

😳

deft cape
#

@vast canyon are u able to easily set your mic to be 1 channel? i'm not sure if i'll be able to fix this anytime soon

#

took a quick look and it looks like i did try to handle multiple channels, i'm just not sure where it might've gone wrong

#

and i'm probably still gonna focus on v2 in the meantime, cuz i need to rewrite some of the audio streaming logic anyways

#

so i'll fix the channel issue around then

vast canyon
#

Not sure if it will fix my issue

deft cape
#

yeah i already have that accounted for afaik, i'm just assuming im missing in some specific spot

#

@vast canyon btw does the audio not play for you at all (when it comes from your mic)? or does it sound incoherent or something

deft cape
# vast canyon

oh wait shit i just read that again, i see my issue now lmfao

#

honestly though i still think the proper fix is for me to convert any stereo audio into mono, cuz unity should be the one that does the spatialization

#

which i'll figure out as i get progress done for v2

cursive scroll
#

Where are the recordings of the voices stored for the monsters to speak?

deft cape
#

should be wherever the mod manager stores your profile, e.g:
C:\Users\YourUsername\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\YourProfile

vast canyon
#

isn't it stores in game root folder?

cursive scroll
deft cape
#

oh wait maybe it is, i forgot

deft cape
cursive scroll
#

Found it!

lament mica
deft cape
#

that's a nice tip for anyone who needs to mess with their profile's files πŸ˜„

lofty sorrel
#

You can also pin folders and files in the Quick Access menu in file explorer

deft cape
#

true even easier

deft cape
# vast canyon

actually my code doesn't even reference this now that i look at it again, i think i will just fix this in v2 afterall by converting 2+ channels into 1, and let unity handle spatialization

tepid lava
half trail
#

Is this solved in the new mirage version, does anyone know?

uncut sierra
#

I think so. I believe that was the bug caused by a player dying in an area without nav mesh and a masked enemy spawning and not being able to navigate

#

You can set the chance to spawn masked to 0, or update

lofty sorrel
#

Yeah latest update SHOULD prevent that from happening

half trail
#

It happened with chance to spawn masked on 0 as well

#

But I will try the update and see if it works

deft cape
#

If it happened with SpawnOnPlayerDeath set to 0, I don't think it's caused by mirage

timber notch
#

barch with the dragon ball icon πŸ”₯πŸ”₯πŸ”₯

deft cape
#

rip toriyama 😭

lofty sorrel
#

Respect -9000

deft cape
#

LMAO

timber notch
lilac saffron
#

Rip red default pfp

deft cape
#

btw great news for any ModelReplacementAPI users, bunya (the author) is coming back to modding in the next month or so potentially, and plans on adding support for masked enemies

timber notch
#

I’ve been a huge Dragon Ball fan since my uncle introduced me to it since I was nine (literally wearing a Super Saiyan 3 Goku shirt rn)

deft cape
#

same i was thinking of rewatching again, starting with the kid db series

timber notch
#

Watching Broly in theatres with my brother and bf is def one of my fav theatre experiences I’ve had

#

I saw Super Hero in theatres too, but like come on that was freaking Broly

#

And also my first Dragon Ball movie I was able to see in theatres

deft cape
#

oh shit i still need to watch like..
all of the movies 😭

#

i somehow still havent seen broly yet

timber notch
#

It’s good! Was super cool how he was finally made canon and not with a stupid backstory

#

Animation is wicked too

#

I’ve seen it a nice few times lol

deft cape
#

guess ill be catching up on the movies instead of rewatching soon

#

broly movie is the only mention of bardock right? i remember looking at his backstory on youtube

timber notch
deft cape
#

i need me a broly movie next

timber notch
#

I can’t remember if Bardock: Father of Goku is canon

deft cape
#

bruh this movie was made b4 i was even born

timber notch
#

Father of Goku?

#

When talking about Broly earlier I was referring to Dragon Ball Super: Broly

deft cape
#

tbf probably most of dragon ball and its movies were made b4 i was born

#

(excluding kai and super obviously)

remote iris
#

@deft cape

#

(barch i will be hiding for the mods now)

deft cape
#

bro got hella clones

lofty sorrel
remote iris
#

NOOOO

deft cape
#

Update on v2's development:

While @vast cobalt and I continue to work on the voice recognition + machine learning features of v2, I want to provide an update to curb expectations a bit.

Improving the masked enemy's AI to make it less predictable (e.g. to stop staring at players with aimbot) was initially included as part of v2's roadmap.
This will unfortunately have to be delayed and be part of a future release (such as v3).

To be clear, the above refers to changes to the masked enemy's AI itself, not with the voice recognition + machine learning features.

On the bright side, @vast cobalt and I are figuring out the implementation details for allowing lower end pcs to offload any heavy computations to a higher end pc (only nvidia gpus are supported), over the network.

For any newer Mirage users who don't know what v2 is about, click [here](#1200695291972685926 message) to see what's planned.

#

Also want to mention this for any ModelReplacementAPI users, Bunya (the author) is coming back to modding in the next month or so potentially, and plans on adding support for masked enemies, meaning it'll work with Mirage

versed lichen
#

woo hoo

lofty sorrel
#

Bro got that developer RIZZ

amber swallow
#

I'm so evil

deft cape
deft cape
#

i just realized i forgot to take a look at this again, gonna test this tonight and if it's confirmed an issue, i'll try and get an update out

solemn ridge
#

@deft cape

lofty sorrel
#

Not on the latest version surely :(

solemn ridge
#

Yep latest

#

this happened when we went in orbit

#

the game didn't progress

lofty sorrel
#

Did someone die as you were going into orbit? Or was someone already dead? Or is this a naturally spawned Masked?

solemn ridge
#

Bug with the current update

#

Someone was already dead

#

I never saw a masked though

lofty sorrel
deft cape
#

is there a way i can try to reproduce this on my end?

#

that error starts off from MoreCompany according to the error message, i feel like there's a mod conflict that's causing morecompany to error, which is causing mirage to error

#

will take a look in a couple hours when im back

solemn ridge
#

yeah we had an issue with cosmetics not loading properly from something

#

I didn't expect it to be able to kill me cus we were stuck in limbo with the game not progressing and it was stuck there

#

LOL

#

So it was funny that it could

lofty sorrel
#

Btw here's the patch in MoreCompany that's referenced

    {
        [HarmonyPatch(typeof(MaskedPlayerEnemy), "SetEnemyOutside")]
        public class MaskedPlayerEnemyOnEnablePatch
        {
            public static void Postfix(MaskedPlayerEnemy __instance)
            {
                //IL_00dc: Unknown result type (might be due to invalid IL or missing references)
                //IL_00e6: Unknown result type (might be due to invalid IL or missing references)
                if (!((Object)(object)__instance.mimickingPlayer != (Object)null) || !MainClass.showCosmetics)
                {
                    return;
                }
                List<string> list = MainClass.playerIdsAndCosmetics[(int)__instance.mimickingPlayer.playerClientId];
                Transform val = ((Component)__instance).transform.Find("ScavengerModel").Find("metarig");
                CosmeticApplication component = ((Component)val).GetComponent<CosmeticApplication>();
                if (Object.op_Implicit((Object)(object)component))
                {
                    component.ClearCosmetics();
                    Object.Destroy((Object)(object)component);
                }
                component = ((Component)val).gameObject.AddComponent<CosmeticApplication>();
                foreach (string item in list)
                {
                    component.ApplyCosmetic(item, startEnabled: true);
                }
                foreach (CosmeticInstance spawnedCosmetic in component.spawnedCosmetics)
                {
                    Transform transform = ((Component)spawnedCosmetic).transform;
                    transform.localScale *= 0.38f;
                }
            }
        }
    }```
lofty sorrel
#

You wouldn't happen to have the whole log would you?

solemn ridge
#

Nothing is stating what was breaking the cosmetics

#

Unless it's a bug with the Mirage update

lofty sorrel
#

The github issue I posted with the same error occurred before the most recent update

solemn ridge
#

Nah we had like

#

Broken cosmetics

#

My friend's cosmetics didn't appear properly

#

and for him he couldn't see mine

#

Like for example

#

I'm starting to believe it was Mirage cus there is no error from MoreCompany

#

At all

lofty sorrel
#

Ah I see.. Well it was trying to fetch the value "1" so it's probably attempting to get his cosmetics but they didn't exist

#

Were they broken from the start of the game?

solemn ridge
#

Yeah

#

The player prev log is even more interesting

#

@lofty sorrel let me know if you see anything there that stands out, I can only guess Mirage borked them or there's a bug with LobbyControl atm or something

lofty sorrel
#

Yeah I'm looking, there's nothing really obvious in the log other than that cosmetics were never fetched for your friend but there isn't an error about it, just the absence of it

#

I'm currently crossreferencing it with the sourcecode of MoreCompany so figure out what could be an issue

solemn ridge
#

@deft cape was anything regarding how cosmetics are handled changed somehow in the new update?

#

Last we played before tn was a couple nights ago and we had no issues

#

and that would have been before the 1.1.1 update

lofty sorrel
#

It seems more to do with player IDs not being assigned or being assigned incorrectly or something, which would then mean cosmetics couldn't be attached

solemn ridge
#

Yeah which is strange cus idk what could cause that

lofty sorrel
#

My first thought was LobbyControl but the other person that got the error didn't have that

solemn ridge
#

It's possible it's the NameFix in MattyFixes doing it

#

Actually I think it's definitely that, this is with it disabled. It properly shows my name loading in to the lobby

#

If I have it on it says "Player joined the ship"

lofty sorrel
#

In theory it shouldn't change much cause the issue is with player IDs rather than names, but you never know with these things

solemn ridge
#

True

#

It doesn't give an error to tell me

#

πŸ˜‚

solemn ridge
lofty sorrel
#

I don't have anyone 😭 but maybe I'll look. I feel like all the info is available to me I just need to put the pieces together...

deft cape
#

will take a look and reply when i get home, still out rn

lofty sorrel
#
  at (wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager,string,int)
  at (wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageServerRpc>(HUDManager,string,int)
  at HUDManager.__rpc_handler_2930587515 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) [0x00073] in <af9b1eec498a45aebd42601d6ab85015>:IL_0073 
  at (wrapper delegate-invoke) <Module>.invoke_void_NetworkBehaviour_FastBufferReader___RpcParams(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
  at Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) [0x0004e] in <895801699cfc4b4ab52267f31e2a4998>:IL_004E 
Rethrow as Exception: Unhandled RPC exception!

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0()
AsyncLoggers.Wrappers.JobWrapper:LogWorker()
AsyncLoggers.Wrappers.LogJob:Execute()
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)```
#

For some reason this error isn't labelled as MoreCompany, but I'm pretty sure it is

#

This could have something to do with it?

paper swift
lofty sorrel
lofty sorrel
# solemn ridge

So you were able to see cosmetics, they just weren't correct? What was wrong with them?

paper swift
deft cape
#

@solemn ridge do u know how i can reproduce this error

deft cape
#

the error message starts with MoreCompany, but MC hasn't updated in awhile as well, so that's not really an actual suspect of the issue

deft cape
#

@lofty sorrel were u able to figure out anything on the issue? i think i might just work on other things until lunxara's back with a bit more info

lofty sorrel
#

Not really, I've asked in #dev-general, but nothing new really. Currently making a list of all mods Lunxara and Ciryond had in common, which I will send and then collapse

deft cape
#

ah gotcha tyty

deft cape
#

and there were error messages with chat messages erroring

#

so i think a mod is causing chat errors to not work, which makes morecompany not add its cosmetics, which makes mirage error

#

at least from a guess for now

#

the patch that populates the dictionary is for HUDManager.AddPlayerChatMessageClientRpc

#

which is directly referenced [here](#dev-general message)

#

so i'm really thinking the issue is a nonissue for mirage

lofty sorrel
#

That took far longer than I expected

#

I'm going to scrunch up into a ball and slumber now

deft cape
#

tyty appreciate the help again

deft cape
flint heron
vast canyon
#

NRE is bad, it's not from MoreCompany

#

something else causing this

flint heron
#

It is

#

It's caused by it running the base game chat code with a too high player ID cuz I removed the return false's

deft cape
#

i still feel like there's another mod that's causing an issue though, cuz there were no reports of this until recently

vast canyon
#

^

deft cape
#

and MoreCompany hasn't been updated in like 2 months

#

mirage wasn't updated for like 2 weeks when the first report of this popped out

#

so i still think another mod is causing some sort of issue that's making it look like MC/mirage is at fault

vast canyon
#

MC should only throw exception IndexOutOfRange not NullReference

flint heron
#

It does for me, guessing the async logger messes with it

vast canyon
#

nope

#

probably some mod transpiler causing null

flint heron
#

Ive only ever seen it show a nullref from people that have the AsyncLogger mod, all others I've seen have indexoutofrange

deft cape
#

i'll try and remove asyncloggers when i'm able to reproduce the error

#

just to confirm

flint heron
#

That error has been an issue since 1.8.0 of MC anyway

deft cape
#

maybe the issue doesn't have to do with that error then πŸ€”
i'll have to investigate more to see

flint heron
#

Actually nvm just found this #1177039162428366848 message

#

So something is changing that to a nullref

#

No clue what it'd be tho πŸ€·β€β™‚οΈ

deft cape
#

this is gonna be a pain in the ass to figure out

#

@solemn ridge i wasn't able to reproduce the issue, so far what i did was i used your modpack and added devtools, and then spawned a masked enemy

#

works completely fine

flint heron
#

I'm actually mid-way through rewriting the MC cosmetic code cuz it is slightly messy at the moment so I'll probably shove an additional check to make sure the key actually exists before running the bit of the MimicPatches code that's erroring

#

No clue why it would be though since it technically should have all players in the dictionary

deft cape
flint heron
#

The version of MC with the rpc error fixed is on GitHub (you'd need to build from the source code)

deft cape
#

@upbeat olive idk if ur still using mirage, but back when u reported the issue if not being able to hear voices mimicking you while spectating, was this something that'd happen all the time, or sometimes?

deft cape
#

so while the previously reported issue of not being able to hear your mimicked voice while spectating wasn't there while i was testing, i did fix some other bugs that could be related to that. will probably push an update for it soon

solemn ridge
#

My friend had busted cosmetics and for him he couldn't see mine

#

@flint heron I think it was a bug with the NameFix in Matty Fixes

#

@deft cape this is why I asked Debby to get in a lobby with someone and see if the cosmetics break with the NameFix patch on but are fine with it off

#

I had no one to test with

#

Matty said the problem couldn't be reproduced for him in lan

deft cape
#

damn i couldn't reproduce it either 😭

#

using your modpack

#

i swear reproducing the error is like 95% of the battle

solemn ridge
#

My guess is it's the name fix

#

Cus when you join a game with that patch enabled in Online mode

#

You get referenced as player joining the ship

#

So it could have made MoreCompany throw a fit

deft cape
remote iris
remote iris
#

ah he just released the namefix changes

fiery hazel
#

yeah they were not working anyways so making a rewrite was planned

#

now players might get listed as "Unknown" and then updated in post πŸ€”
while before i was delaying the name assign so that might have been the issue

deft cape
#

it's for lobbycontrol right

fiery hazel
#

Matty's fixes

deft cape
#

ah

fiery hazel
#

but tecnically yeah, it's just that i split Lobby Control in the last minor release

deft cape
#

that might not be the cause actually (for the issue being debugged in this thread), debby made a list of mods that lunxara's modpack, and another user's modpack (who seems to have the same issue), and matty's fixes doesn't show up on the list

#

but if it fixes it for lunxara's modpack itself that's nice

fiery hazel
#

i mean i also had this issue last night #1211989201793449994 message

deft cape
#

ah interesting

fiery hazel
#

and other than he Matty Fixes updated i only added LobbyCompatibility πŸ˜…

#

i can share my code maybe cross referencing will help

#

018e6027-a9e8-1535-5dab-95c225e439af

solemn ridge
#

It makes sense now

fiery hazel
#

ehh not really, as nothing in more company uses the names to check cosmetics πŸ€”

solemn ridge
#

Weird

#

Idk what else could do it

solemn ridge
#

Cus neither of you can reproduce the problem in lan

#

Lol

fiery hazel
#

it's always bad when things do not happen in LAN πŸ˜… because normally we devs do not have friends online to test stuff with 😭

solemn ridge
#

For some reason 1A3 thought AsyncLoggers did it but

#

I don't think it could

#

Lol

#

@deft cape would you be okay with testing this out with Matty in an online game?

#

Let me find my mod code from earlier actually

#

πŸ˜†

#

I sent it before I went to sleep

#

018e5eba-7c81-4a6e-3bf6-21e9238ef41b

#

There

solemn ridge
fiery hazel
#

a lot of people see AsyncLogger in the stacktrace and when missing a better explanation call it out as beeing the issue XD

fiery hazel
#

that's fairly normal and can be quickly confirmed and dismissed

deft cape
solemn ridge
#

XD

fiery hazel
#

had that happen a lot in Minecraft modding and carpet mod πŸ˜‚

deft cape
fiery hazel
solemn ridge
#

Yeah for him he respawned but for me he was a ghost

deft cape
deft cape
fiery hazel
#

gn, let's hope it's all fixed once you wake up

solemn ridge
#

let's go 1.0.8 just popped up in R2

deft cape
#

hopefully πŸ™

solemn ridge
#

If it was the NameFix patch though I would love to know how

#

πŸ˜…

#

From what it seems like everyone was saying MoreCompany was failing to somehow get the player id to set the cosmetics up properly, and you said the old NameFix patch delayed the game from getting names

#

So I thought I put 2 and 2 together there

deft cape
#

but glad you somehow figured out where it came from (and hopefully it really is fixed)

fiery hazel
solemn ridge
#

I'm so confused

#

Cus the game doesn't log it failing it either

fiery hazel
#

i mean you can remove it even if it says it's required for DoNotEatItems, i coded it as a softDependency anyways

solemn ridge
#

Well hey with the new NameFix patch it no longer refers to me as player

#

Lol

remote iris
solemn ridge
#

I'd rather not remove it unless we specifically know it's that though lol

solemn ridge
#

The game was so bugged I had to test

fiery hazel
#

were you in orbit in that clip... wft?

solemn ridge
deft cape
solemn ridge
#

We went in orbit and the game didn't end or progress

#

my friend on his end had respawned too

#

Lmfao

fiery hazel
#

wow things broke really bad there πŸ˜‚

deft cape
#

Mirage v1.2.0 is released:

  • Add support for LobbyCompatibility
    • Compatibility level is set to minor version. E.g. Any 1.2.X lobby is compatible with any other 1.2.X version of Mirage.
    • This only applies to v1.2.X and forward, as I did not follow proper versioning in the 1.0.X versions.
  • Fixed issues of players not being able to hear voices mimicking them at times.
solemn ridge
#

Hope that fixes the bug too

#

LOL

deft cape
#

i didn't touch that bug at all since i couldn't replicate it 😭

solemn ridge
#

Yeah but maybe adding compatibility will fix it

#

Time will tell

#

πŸ˜…

deft cape
#

@upbeat olive @lyric kestrel pinging u guys since both of you reported the same issue with MuteLocalPlayerVoice, try seeing if v1.2.0 fixes it

solemn ridge
#

Lmfao

deft cape
torpid arch
solemn ridge
#

No

#

LOL

#

That was when Mirage busted and threw an exception

#

XD

deft cape
#

adding support for LobbyCompatibility just allows its users to check if a lobby contains a compatible version of mirage

#

that's about it

solemn ridge
#

Yeah I wanna guess something weird was happening on Lobby Control or MattyFixes' end but idk what

fiery hazel
torpid arch
deft cape
#

yeah it's a soft dependency

torpid arch
#

nice, i'll need to add support for that myself πŸ˜„

fiery hazel
#

i'd expect 90% of mods adding compatibility as a softDependency anyways

deft cape
#

^

#

not much of a reason to hard depend on it

#

hopefully more mod authors start adding it, it'd be nice to see more widespread use of the mod

light jacinth
#

whoa what's lobbycompatibility?

#

no one's had any sort of issues with it?

solemn ridge
#

I mean I managed to have the game break earlier but we're still finding out why

#

πŸ˜†

fiery hazel
#

it's been out for two days πŸ˜… and DoNotEatItems was the frist mod that depended on it πŸ˜…

#

give it time

fiery hazel
solemn ridge
#

The only new mods I added today were SirenHead and ImmersiveVisor but I doubt they'd have done that

#

XD

solemn ridge
# solemn ridge

@fiery hazel this is still the error that really interests me

#

That was the error that happened around the time my friend joined the lobby

#

πŸ€”

fiery hazel
#

report it to CSync

solemn ridge
#

That would be Sigurd's job to fix

#

It's his fork of it

upbeat olive
fiery hazel
#

it may also be caused by one of the mods using csync tho

solemn ridge
#

My guess is LGU

upbeat olive
#

i also removed a lot of mods so could have something to do with that

solemn ridge
#

I never had Arachnophilia throw errors

upbeat olive
#

but it works for me now

deft cape
upbeat olive
#

honestly no idea for all i know my friend is just stupid since i could hear skinwalker voices he said he couldnt

#

if you want you can test the code i sent a while back

#

and see if you can get an issue from it but it might not be something

deft cape
#

nah ill just trust your word on it, testing modpacks take too much time 😭

#

thanks for confirming

upbeat olive
#

np

solemn ridge
#

I sent that error to Whitespike in the LGU thread

upbeat compass
solemn ridge
#

@fiery hazel Btw I saw you said ReadableMeshes might be the cause for the broken cosmetics but unless you changed it in the past couple of days idk why it'd be causing that

#

Actually

#

@fiery hazel I think the last time I played with my group before last night we were using 1.0.1, I saw you changed how ReadableMeshes work in 1.0.2

#

πŸ€” you might be onto something with that thought

upbeat compass
#

if your referencing the csync error above, archnaophilla seems to be trying to sync a color which doesn't work

deft cape
deft cape
solemn ridge
#

They're aware of it

#

Whitespike said Snacks is working on fixing it

tepid lava
#

i assume this when starting a lobby is known? (unable to host)

fiery hazel
#

until the Dev wakes up and solves the issue

tepid lava
#

i wont question how that fixes the issue, thx

fiery hazel
#

i had to fix the same issue in my mods

wheat olive
#

arrived to complain about mirage breaking stuff but it appears that has occured

#

thanks for the fix tho

lofty sorrel
#

Dev is sleebin, I imagine it will be a quick fix once he's available

tepid lava
upbeat olive
random saddle
deft cape
#

wait is lobbycompatibility's soft dependency not working properly?

#

@fiery hazel why does lobbycontrol fix it :o

edit: nvm u posted lobbycompatibility not lobbycontrol

solemn ridge
#

Matty had to fix his mods

#

Lol

#

#1211989201793449994 message @deft cape

deft cape
#

ah

#

thx ill do that soon

solemn ridge
#

You were sleeping for quite a while so you're just trying to get all caught up now lol

deft cape
#

yeah gonna try to get a fix out soon

torpid arch
#

when did you change your pfp πŸ₯Ί

#

i swear it didn't connect for me that's you πŸ˜†

deft cape
#

LMAOO

#

like couple days ago i think

solemn ridge
#

πŸ˜‚

gleaming niche
deft cape
#

😳

torpid arch
#

i can see that πŸ˜›

torpid arch
gleaming niche
#

we need lobby mod?

deft cape
#

or that

gleaming niche
#

ahh ok lol

deft cape
#

grab lobby compatibiloty if u want to use 1.2.0

#

sorry about that

solemn ridge
gleaming niche
#

all good

#

just my first time using mirage

solemn ridge
#

It's gonna be good for the long term anyways

deft cape
#

maybe i should just temporarily make it a hard dependency

#

until it's fixed

solemn ridge
#

Just do the fix Matty suggested lol

#

But up to you

deft cape
#

i was just thinking of doing that cuz it brings more eyes on lobbycompatibility πŸ˜›

gleaming niche
#

i just wont ever use lobbycompatibility lol

deft cape
#

fuck alright ill just do a proper fix lmao

torpid arch
#

bullied into submission πŸ˜†

deft cape
#

😭

solemn ridge
#

Can't handle peer pressure

#

🀣

gleaming niche
#

lol i mean it don't matter to me either way lol

#

was just wanting to try mirage finally lol

solemn ridge
# deft cape 😭

Maybe you should implement allowing masked to spawn on all planets into Mirage btw, I had to remove MEOF cus it was causing too many dogs to spawn lmfao

#

Cus it adjusts power levels which really breaks the game with a lot of custom enemy mods

deft cape
#

i wanna avoid messing with spawns kinda

solemn ridge
#

πŸ˜…

deft cape
#

theres too many mods that adjust spawns in different ways

solemn ridge
#

Yeah fair

deft cape
#

hmm then again i could always just add a config option to allow it to be disabled, so u can override it with something else like LLL/LQ

#

maybe ill do it then ill see

#

also pretty sure i can remove unitask, whens ur next playthrough? @solemn ridge

u think u could help me test that? you'd need to import locslly for all clients though

solemn ridge
#

Yeah I think it'd be worth it πŸ’œ

solemn ridge
#

πŸ˜†

deft cape
#

oof dont really wanna have a separate package

#

ill just try and test it myself over the week

#

actually wait technically only you'd need it

#

everyone else can still use the official one

solemn ridge
#

Even if I nuke UniTask from the pack?

deft cape
#

as long as it works properly for u, it should mean it works fine

#

oh nah not rn

#

well when i make the version that doesnt need it

#

you'd have to locally import and remove unitask only for you

#

but everyone else will still need it

#

since they're on the official version

solemn ridge
#

I just hope LobbyCompatibility won't throw a fit

#

Lol

broken mango
#

okay so does Mirage require LobbyCompatibility?

deft cape
#

for now yeah

#

on 1.2.0

deft cape
solemn ridge
#

What are you worried is gonna break with the new build exactly anyways?

broken mango
#

So i assume Lobbycompat fixes errors in mirage?

#

or idk as I don't get much performance issues with mirage

deft cape
solemn ridge
#

Ah fair, fair

deft cape
solemn ridge
#

Was UniTask causing issues for some btw? Must be a reason you're wanting to do away with it

deft cape
#

nope im just trying to remove it to have 1 less dependency

solemn ridge
#

Fair ^^

#

If you're gonna be adding the option to allow masked enemies to spawn on all moons though along with it then it might be better to push it to TS, cus then my friends are gonna need it for the new config option lol

#

and I have faith enough it won't break, depending on what you're using UniTask for specifically tbh

#

I can try to make them import it though if need be

#

πŸ˜†

#

I've done it before with LobbyControl's builds before Matty started pushing the RC builds to TS

deft cape
#

well i probably won't add the spawning option yet, just because i still need to see how to make it compatible with the other spawn control mods, even if there's a config option

hoary gazelle
#

Barch pfp change?!?!?!?!?!?!?!?

deft cape
#

yeeeeee i changed it after i kept getting confused when other people with the red default pfp talk πŸ˜‚

#

@solemn ridge u free to do a quick test rn?

#

seems to work on LAN

#

but idk about online

#

just need to make sure it works online before i push an update

solemn ridge
#

I can even do forcecredits with LGU and go to Rend a few times and hope a masked spawns

#

lol

deft cape
#

@solemn ridge wait add me so i can dm u

solemn ridge
deft cape
#

since ur dms are disabled and i cant add

solemn ridge
#

LOL

deft cape
#

o

solemn ridge
#

🀣

deft cape
#

hmm i cant drop a link here though 😭

solemn ridge
#

I tried adding you and Discord went

#

"Nope"

deft cape
#

wait am i the one that disabled friend requests

#

i thought i renabled that

solemn ridge
#

XD

deft cape
#

oh

#

LOL

#

i just made mine more lax

solemn ridge
#

I think we got it now

#

Lol

#

maybe?

torpid arch
#

πŸ₯Ί

deft cape
#

ended up just removing lobbycompatibility support for now πŸ˜”

#

i tried what matty did but i definitely did it wrong

#

since it's still a hard dependency for me

#

so easiest bandaid fix is just remove it till the lobbycompat devs fix it

broken mango
#

Ah so remove it then?

#

cause I'm just confused

lofty sorrel
#

It's a dev issue dw. You won't have any issues with LobbyCompatibility installed

broken mango
#

ah okay

deft cape
#

Mirage v1.2.1 is released:

  • Hotfix: Temporarily removed support for LobbyCompatibility.
    • It currently has a bug that makes it a required dependency, causing Mirage to error when starting/joining a lobby, if you don't have it installed.
fiery hazel
deft cape
#

was basically that, except i just put the functions directly without creating a helper class

torpid arch
#

oof

fiery hazel
#

yeah that is the problem

#

soft dependend stuff has to stay in separate classes

deft cape
#

oh....

#

gg til

fiery hazel
#

lol

torpid arch
deft cape
#

i just assumed it'd be the same since my assumption was that if it never enters that conditional branch, it shouldn't have any issues either

torpid arch
#

no πŸ˜”

deft cape
#

πŸ˜”

lofty sorrel
#

Bro lost that developer RIZZ

torpid arch
#

rizz and repeat

deft cape
#

LFMAO

lofty sorrel
#

Bro really fumbled the gyatt...

deft cape
lofty sorrel
#

Bro's from Ohio fr πŸ˜”

deft cape
#

idk what that reference is to πŸ˜”

torpid arch
deft cape
torpid arch
buoyant skiff
#

level 5 gyatt rizz livvy dunne rizzing up baby gronk ice spice wat da dawg doin skibidi toilet in real life only in ohio we go jim zyzz creatine alpha sigma cuh dey board

lofty sorrel
#

It's just the gen alpha lingo. Same realm as rizz and gyatt

torpid arch
#

gen-z attack

lofty sorrel
#

This is beyond the Z

#

Alpha has entered the chat

torpid arch
#

this is the zzz

deft cape
#

the only time agitatio breaks perfect grammar is with this 🀣

torpid arch
#

this is even more cursed lol

hoary gazelle
patent oxide
#

Hi, I am considering trying this mod out with my play group, and I have a question. Pardon me if this has been asked before. I am hoping that I can configure this mod to basically keep vanilla masked behavior. If I set the "spawn a masked enemy on player death" config option to 0, does a player still turn into a Mirage when dying to a Masked?

broken mango
#

just makes masks spawn normally like vanilla (spawn on the moons they are exclusive in)

buoyant skiff
#

Mirage is just a name of the mod. There's no entity named Mirage.

patent oxide
#

Ok sure, but there's a difference between a masked that is mimicing a player, and a vanilla masked, right? The former is what I was calling a Mirage.

buoyant skiff
patent oxide
#

You think I'm stupid or something? Haha

deft cape
#

any naturally spawned masked enemies will still be able to mimic voices

#

you're gonna need a spawn control mod though, since mirage doesn't add them to all moons

patent oxide
#

Ah, okay. Multiple masked can mimic the same person then?

deft cape
#

yup, naturally spawned masked enemies just mimic a random player

patent oxide
#

Got it!

deft cape
#

if you don't have a spawn control mod, i recommend taking a look at #1213985212686532638

patent oxide
#

LethalCompanyVariables would work too right?

deft cape
#

yeah that'll be fine

dusky marten
#

hey could you show how to spawn mimics after an instance

deft cape
#

wdym instance

#

if u want to test spawning masked enemies you could use hamunii's devtools

dusky marten
#

first mod

#

someone said you might know

clever knot
#

So is MEOF compatible with this ?

#

I only want to use it to show usernames above Maskeds

#

or maybe you could implement that feature

deft cape
deft cape
gusty oasis
#

how do u undo the 1.2.0 update

#

downgrade

light jacinth
#

uninstall and reinstall

gusty oasis
#

ok thanks

light jacinth
#

it’ll ask for version

gusty oasis
#

right gotcha from there

deft cape
deft cape
gusty oasis
#

oh u fixed it already lol

#

that was quick

lofty sorrel
#

Undid, not fixed

deft cape
#

yrah i removed the other mod for now until they fix it

gusty oasis
#

ok

#

wait is it one of the dependcies

deft cape
#

LobbyCompatibility is supposed to be an optional dependency

#

but it was bugged

sturdy python
deft cape
#

so i just removed it for now

gusty oasis
#

ok thanks

deft cape
light jacinth
#

does lobby control have that issue too?

deft cape
#

nah matty did a proper fix

light jacinth
#

alright cool

deft cape
#

i just didnt have time to look at it so i just removed it

sturdy python
deft cape
#

oh im dumb didnt notice ur reply

sturdy python
#

nw

deft cape
#

it just lets mirage handle who to mimic

#

idk if it still does but previously if u dont have that config enabled, the voice thats mimicking a player would sometimes not match the suit

#

since MEO/MEOF would change who the masked enemy mimics, while mirage already chose whose voice to mimic

sturdy python
#

I see

#

I assume it doesn't break the game if it's off