#Mirage
1 messages Β· Page 15 of 1
yeah i don't think i'll intentionally allow keyboard sounds as a possible response for the ai stuff when v2 rolls around π
although i get for some ppl the random sounds is what's more realistic since that's what their friends do
but if u make the mics voice go through a noise gate it will block keyboard sounds for the player and the masked/mimic
Lmao imagine asking your "friend" r u real and the response is just keyboard
π π
Also noise gates are usually vst plugins so you might need to find a way to add them in lc idk
Question, does the process of picking an appropriate voice clip take a while or is it still too early to determine that
Like if I speak to the mimic should I expect a fast response
the process of picking an appropriate voice clip is fast, the main bottleneck is the time it takes to transcribe what you're saying into text
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
that'll be for whoever tries to implement it, silero vad is good enough to me so far π
whenever you update a mod, all dependencies are redownloaded no matter what
bro got some ai generated looking hands
so the machine learning is what takes long otherwise its fast
also another question can mimics speak to each other?
nah just the voice recognition part is slow
yes, the goal is to make them be able to talk to each other using previous clips
hype
i have 2 people in my group who keep fighting so its gonna be amazing seeing two mimics fight each other
cant waiut
wait*
fighting, as in fighting via talking right
oh yes of course
sorry i didnt clarify that
obviously its not serious
ah just making sure u didn't mean somethingl ike using a shovel to attack each other
nah thats too ambitious altho it would be funny as fuck
yeah ai changes wouldn't be that advanced sadly π
for the ai changes my goal is to just make it not as obvious as vanilla
one of the biggest issues rn is how it stares at a player
yeah that aimbot is so obvious
makes u instantly know if they're fake or not (if we're talking purely about looking at them)
yeah
i've got ideas on how to make it less obvious but i have no idea what issues i'll come across
silly question, would it be possible to mimic players mouse movements, not the entire time but like with small movements like turning around
copying the whole file from cache and taking 2x the space is the new sexy
π³
not really planned for now
I like it staring, but only in the moments ot begins actively chasing you and trying to kill you. If there's going to be situations in which they attempt to blend in and fool you before going into a kill mode that would be my personal preference, take it as a suggestion
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
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
I think they should give up pretending if the player starts running away
And distort the voicelines and pick aggressive ones >:)
Bees chasing you cause rapid fire voice clips when?π @deft cape
would it be posible to let masked control turn into a model over suit ?
or is it impossible
cosmetic support comes from the cosmetic mods themselves.
bunya unfortunately doesnt have the time to add support for masked enemies, ive already asked if they plan on doing it
hmmmmmmmmmmm maybe π
thats what im worried about as well. realistically at this rate ai changes will have to come after v2 releases
just confirmed this with mythic, dependency packages dont get redownloaded when a mod updates.
it'd be really weird design if it did, so i'd be surprised if it really did work that way
i stopped using ai revamp because it had too many issues
it softlocked my left click once and it crashed the whole lobby once with this
it felt like the lobby timed out
wait diversity has an ai change for masked enemies?
No.
i have just verified that that's not the case. whenever i delete a dependency and then update a mod through the latest version of r2mm, it is reinstalled
huh
what i said was that if you update a mod, its dependency packages dont get updated
e.g. if you update mirage, naudio, unitask, etc, dont get force redownloaded
now if you deleted those dependencies yourself, then ofc it needs to be redownloaded
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
it's a seperate, optional package
so not a dependency of mirage?
alright, that's fine then
if it's a hard dependency (a required package), if you delete it, it'd just cause problems
but it's an optional package
not necessarily
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
thats more of a thing of mod authors not listing proper hard dependencies or not
if it's optional ur not supposed to mark it as a mandatory package
e.g. for mirage if u remove any of its dependencies rn, it's not gonna work properly
those are actual hard dependencies
so is maskedAIrevamp good?
And I had a bug where they infect people twice and spawn 2 clones of that infected person
It's still a beta that hasn't been worked on for a while.
its very unfinished and buggy
yeah I might remove it then
yeah the masked keep camping the corner of the ship and just
stay there
no danger whatsoever
and for people in my group it tanks their fps so not worth it
yea
I disabled the computer cause they kept getting stuck
and yeah they're AI is sadly bugged too-
the dev is busy with lc office hopefully he can return to the mod soon
or barch will take his place with his own changes but to be honest i dont think thats coming anytime soon
oh wait he mad that mod too?
yes
I did not know that
and the jester stomp shake mod
hes busy with it
yeah considering all the updates it's getting-
omg I was just about to say somethin' like that whilst reading through the history. Smart idea.
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 workβ’οΈ
picking which client does the work, and then handling timings for when to respond will probably be a bit challenging for that
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 π
wait what ? we have been using it for days maybe some recent mod broke i didnt play since my report i will look into that tomorow
also we intentionally dont update brutal company plus mod
018e22ed-7e04-a538-8558-2e6c54360f2d
you can try this code instead
ill try again tmrw when im on my pc
ima load it up solo real quick
but i dont see why it wouldnt work
yeah my game loaded up
can play the game too
so im not sure why it was giving you issues hopefully new code works
i was playing with a bunch of people like 2 days ago
yeah no clue ill just try again with the new code tmrw
tyty
if anyone wants to see what voice activity will be like (notice the text at the bottom left): https://www.youtube.com/watch?v=3f2l0hovmK0
i might end up just adding this to v1 actually but just gonna focus on some other features for now first
and then when i get around to a new update for v1 i'll probably add it in
so what this means is if you're on voice activity, it won't generate a bunch of (nearly) empty audio files anymore
reference: https://github.com/snakers4/silero-vad
since idk what the performance is like on slow machines, it'll be opt-in (enabled by default)
and you'll still be able to use the current (built in) voice activity detector as an alternative
thats great now therell be more space for actual speech clips
the technology is finally here
are these gonna be in the game or just the bepin log >?
that video is just a demonstration of it working
it's for filtering out which microphone audio to save
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
and other non-sense that's unrelated to the person talking
so with the new changes, it'll only save the audio when you're talking
ahh i see
was confused cuz if the people like to talk so much the screen gonna have those text for a while lol
nah i don't plan on having any logs that spams the console
that's annoying even for me to debug with, since log spam isn't helpful for debugging issues
VoiceHUD was the first thing that came to mind when i see the text π
oh does it fill up your whole console π
i dont think so
ah thought you were just referring to that
i was referring IF the text were to be shown ingame
its just gonna live there rent free
π
yo i know its been a while since this specific message but how do i even make it bigger?
the dimensions in the config copy these
forgot to do the f at end
idk why and i cant help much rn imma go to school in like 30 mins
alright
My time has come lol
oh true you did mention having a low end laptop you could test with π³
i'll hit u up when later on when i implement it into v1 for a test
ππ»
I think I encounter in this too.. @deft cape
Here's my code and I will provide some logs after I played with my friends again
018e2df9-d702-1285-e25b-e6f9cb63646a
it's in the config, it's made to mute the player's voice lines of their voice for that player to make them fooled more easily
it's a feature not a bug
If my config looks like this, doesn't it mean I can hear my own voice while I'm spectate?
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.
Pretty sure it's a known issue
That mean I have to set it to true otherwise I can hear my own voice while I'm alive
You are supposed to be hearing yourself in spectator, it is just bugged
I think not only myself but also other player's voice is bugged too while in spectate?
You can't hear mimic play other player's voice while dead too?
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
My friends said they can hear mimic while alive but while spectate they very rare to hear which is not suppose to.
So I guess whole spectate system mimic is super buggy?
That's my take on it. but i still vastly prefer it over skinwalkers.
Of course. The sync is the biggest point that I prefer use this mod
oh i didnt know it's bugged actually since it worked last i tried it
ill have to look into this again sometime
If you need I can record that for you
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!
nah all good ill test it myself sometime, still gonna be working on v2 for a bit first though
they're already set to the max volume on unity, most likely what i'll have to do is make the recordings themselves louder, but it's still something i need to investigate
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
Take your time
yeee just trying to keep y'all updated on the progress
great
I still canβt believe youβre doing a machine learning to this game. Much respect.
not me, that's oeis π
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
The configs should autosync to whatever the host as, unless the option specifically states it doesn't sync, like the muting yourself option
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
holy fuck mirage made it to that super lobby event, LETS FUCKING GO
YIPEEEEEE
if anyone is interested in the event: #event-announcements message
i hope i can make it to the event lol
i wish i could join, but it's running at times that i can't
might watch it if it's being streamed though
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
true configs could cause a different experience compared to what u normally use
i just looked my mod pack has 88 more mods then the event lol
yeah the modpack is pretty small afterall (probably for stability)
15fps is like watching a slideshow
fr π you're not collecting scrap you're giving a presentation on the company's upcoming fiscal year
me playing skyrim at release
poggggggg
Is there a way to disable the the masked transforming players into masked upon killing them?
set SpawnOnPlayerDeath to 0
it's already set to 0 though
really? i thought this mod added it
ok wait i might be getting confused with what you said
No, you're not.
is there another masked enemy killing the player? or the player dies and it just spawns an enemy
Masked kills Players -> Players become Masked
that's vanilla
Ok, didn't know that thx
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
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!
wtf thats not supposed to happen, do you have a profile code? ill test it in a couple days when i have a bit more time to
thanks glad you like it!
oh that's not an oversight in vanilla?
spawning multiple masked at once? or did i misread
My spawns have been fine o_o
a single player, that's the problem here
oh im not sure if thats from vanilla, but to be fair i havent run into that either
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
Take your time. Mod works fine as is without any major issues.
enjoye your break man
everyone needs their time of rest so use yours well
you've done a lot! a break is definitely needed <33
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?
What other Masked related mods do you have?
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
Ok I will try this thanks !
Everyone needs a break sometimes! It can be good to return to a project with a fresh mind
Hmmm seems that the problem is not from TakeThatMaskOff, still have the error :/
Are you on a modded moon, and does it occur only when the player dies on the ship?
Experimentation, facility, tried several times, walking on mine or kill by monster inside
Hmm odd, if you send your modslist and the log file I could take a look?
YOO UR BECOMING A MOD DEBBY? GRATS ON BECOMING A TRIAL MOD
all i can say is that it doesnt come from mirage since i dont modify anything with the ai.
could you try installing StarlancerAiFix and see if it fixes it?
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
Sure thanks ! here is the code and log file
018e4433-fe5d-8f0c-679b-728a11f5afb3
100%
I will try with StarlancerAiFix then ty !
does the error only happen sometimes?
yes
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
Yup, that's me, you're probably wondering how I got here
i mean i see u helping ppl out everywhere so im not surprised LOL
There's errors in here about all sorts of different enemies, StarlancerAIFix could definitely help out
@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
im pretty sure it's just mirage actually
cuz i remember some reports on this b4
Does seem weird that RedLocustBees and StrangerThingsMod.Demogorgon are also having similar issues tho
what does that mod do
does it spawn bees itself
cuz the issue for mirage should be easily preventable by just checking if a nav mesh exists b4 spawning the masked enemy
at least thats my guess
RedLocustBees is just the internal name of bees
ya ik i just meant that demogorgon mod, does it try to spawn bees that ends up causing the same error?
Oh idk, I don't know why the demogorgon would spawn bees
Could be a separate issue tbh
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)```
well the error has mirage directly referenced π
and this only ever happens with that mod installed im assuming?
@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
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
OHHH
Sure
ok thats odd, that error's different from the usual
damn it just had to pop up right as i take my break LOL
but i think ill just wait till after my break to actually look into it
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
EnemyFix might help for that then idk
Yeah probably, seems like it's just a side effect of the Masked issue
either way best bet is probably to set SpawnOnPlayerDeath to 0 until i fix it
assuming thats the issue at least
@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
Alright I've made the git issue
tyty
I use Enemyfix, set spawnonplayerdeath to 0 and this still also happens to me sadly
Yeah same, sadly I had to replace Mirage with Skinwalker until the problem is fixed
hows progress on 2.0
btw thanks I have no more error except the one with mirage :)
Same. Hopefully its fixable, I like how Mirage does the voice imitations
What imitations?
I mean when monsters mimic players voices
I find it better than skinwalkers because everyone hears the same thing
Hmm @deft cape I sadly have run into that old issue but on LC_office now
It was a very confusing bug back then and honestly I still can't recall what actually seemed to fix it then
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)
sounds like a mod conflict somehow again
if it's happening even when spawnonplayerdeath is set to 0 im not sure what i can do
yeah no time or energy for that lmao
taking a break rn but i'll probably be back working on it again in a couple days
I feel it has something to do with LEC or LLL
did they have an update recently
the mods you should suspect that are causing the conflict are ones you updated recently, right before the issue started happening
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.
sounds good
took another quick look at this error message and it's coming from MoreCompany, specifically this line:```
List<string> list = MainClass.playerIdsAndCosmetics[(int)__instance.mimickingPlayer.playerClientId];
so idk if it's a different mod that's causing the issue
there's a [mention](#1217014377157230663 message) of this happening even without mirage installed
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
No i haven't actually
Start using it so @deft cape can blame it and have a nice sleep lol
Jk
π
damn well idk then, theres been no reports for so long so i still feel like this is caused by a different mod
corporaterestructure f'd with toomanyemotes and their camera somehow
don't ask me how a monitors-adding mod messes with camera
You'd be surprised, the enigma that is BetterSprayPaint broke dungeons and still does for the newer ones unaware π«
@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?
Masked that spawn believe they are outside? And will have broken pathfinding
They attempt to go to the highest point of a level trying to get back inside the facility
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
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
That doesn't seem like a Mirage issue
maybe u have that enabled in the MEO/MEOF config
its a feature pretty sure
Yeah mirage doesnt affect AI, plus ive heard of that issue happening for other enemies before (without mirage installed)
I think it has to do with modded moons? Not too sure though
not for long
quick question, does everyone need to edit their config to make sure enemy types with voices match?
nah it syncs to the host
right? @deft cape
correct, there's only 2 settings that aren't synced because those are opt-in per client (stated in their descriptions)
everything else is synced from the host to all other clients
alright gonna start working on mirage again, will try to get an update out that fixes an issue unrelated to this recent error (i don't think mirage is the cause of that)
all good i was just planning on taking a couple days off anyways π
dog activate your sleep
i am evil vladiester
LOL
barch eliminate this masked/mimic
no
yes
π€
π

@deft cape get a shovel rn
box that mfer
Suddenly it works?
Strangest bug I disabled some mods and it worked. I now have renabled all mods and it works
@deft cape I saw that someone last night showing NREs, were those taken care of?
π€
wonder if it's just temporarily "fixed" for you
like maybe it just somehow hasn't happened yet
@twilit monolith you mean this right?
idk if it's related to the other error that's been reported, but my original guess was just that a masked enemy was spawning on player death, on an area that doesn't have a nav mesh.
this specifically is something i'm going to fix, but if the error has to do with the latter error, then i don't think there's anything i can do about that
That was what I was referring to yea lol
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?
I don't think so, actually. There's no trace of EnableEnemyMesh there
Mirage v1.1.1 is released:
- Add configuration option
ImitateModeto change how a recording is picked.- Set this to
Randomto keep the current behaviour (recordings are picked completely random). - Set this to
NoRepeatto 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.
- Set this to
SpawnOnPlayerDeathno 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: Gravityno 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
SpawnOnPlayerDeathfrom spawning a masked enemy.
Epic
why not make it spawn on the nearest navmesh instead of not spawning?
this already also exists in unity
https://docs.unity3d.com/ScriptReference/AI.NavMesh.SamplePosition.html
[WARNING] Data too long to fit the audioclip: qwbarch.Mirage. 1152 sample(s) discarded
hmm
Thats what I used to detect the position, but I forgot I can just grab the position from the mesh hit
Yeah I'll do that next update
Has this happened before? I've never seen this warning before
not sure
and discarded samples are constant: 1152 or 2304
Looks like channels is not setup correctly for audio clip?
is your mic dual channel?
barch my friend (nerd emoji dude) has gone insane
he keeps seeing hallucinations of me
and he's going crazy lol
he's dreaming about u π³
@vast canyon how many channels does your mic support? maybe i only handled mono channel audio
you just twisted my words and made it seem sus π
LMFAOO
ok gonna take a look, it probably is that i only handled mono channel properly
my mic is out 1 channel
Would this then cause a player that dies from falling into a pit to spawn a Masked at the top of the pit? Or will there be a range cap
but voicemeeter banana outs my mic into 2 channels
read this #1208849588539101294 message barch
probably would, but ill need to see
i think it'd make more sense if i can somehow turn your audio back to 1 channel since unity handles spatial audio itself
ill look into it
yall dreaming about each other on tolian
chill π
π³
@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
Not sure if it will fix my issue
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
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
Where are the recordings of the voices stored for the monsters to speak?
should be wherever the mod manager stores your profile, e.g:
C:\Users\YourUsername\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\YourProfile
isn't it stores in game root folder?
I don't seem to see it. I may be confused though.
oh wait maybe it is, i forgot
might be this
Found it!
On Windows I like to create a desktop shortcut that points to
%appdata%\r2modmanPlus-local\LethalCompany\profiles
makes it easy to go in and out of multiple profiles :]
that's a nice tip for anyone who needs to mess with their profile's files π
You can also pin folders and files in the Quick Access menu in file explorer
true even easier
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
thank you mirage for making this hilarious scene to happen
Is this solved in the new mirage version, does anyone know?
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
Yeah latest update SHOULD prevent that from happening
It happened with chance to spawn masked on 0 as well
But I will try the update and see if it works
If it happened with SpawnOnPlayerDeath set to 0, I don't think it's caused by mirage
barch with the dragon ball icon π₯π₯π₯
rip toriyama π
Respect -9000
LMAO
My favourite mug I use near daily has the angel Goku from my icon on it, and it hits so differently now
Rip red default pfp
fr, especially since u have the angel one π
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
Iβve 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)
same i was thinking of rewatching again, starting with the kid db series
Watching Broly in theatres with my brother and bf is def one of my fav theatre experiences Iβve 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
oh shit i still need to watch like..
all of the movies π
i somehow still havent seen broly yet
Itβs good! Was super cool how he was finally made canon and not with a stupid backstory
Animation is wicked too
Iβve seen it a nice few times lol
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
Uh I think itβs the only canon anime mention
i need me a broly movie next
I canβt remember if Bardock: Father of Goku is canon
bruh this movie was made b4 i was even born
Father of Goku?
When talking about Broly earlier I was referring to Dragon Ball Super: Broly
ya this one, just never knew this movie was a thing so i looked it up
tbf probably most of dragon ball and its movies were made b4 i was born
(excluding kai and super obviously)
bro got hella clones
Enemy spotted
NOOOO
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
woo hoo
fire
Bro got that developer RIZZ
I'm so evil
went from ui to dev rizz π
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
@deft cape
Not on the latest version surely :(
Did someone die as you were going into orbit? Or was someone already dead? Or is this a naturally spawned Masked?
Strange.. Almost the exact same error message came up for someone else with the last update, I made a github issue on it https://github.com/qwbarch/lc-mirage/issues/46
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
yeah we had an issue with cosmetics not loading properly from something
In any case lmfao this was funny as fuck XD https://clips.twitch.tv/SpotlessKindMageKevinTurtle-JC1ICE62P6_FAThU
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
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;
}
}
}
}```
It was just as pissed as you were that the game couldn't continue π
You wouldn't happen to have the whole log would you?
Nothing is stating what was breaking the cosmetics
Unless it's a bug with the Mirage update
The github issue I posted with the same error occurred before the most recent update
I got this bug early on but idk what this is
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
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?
Yeah
The player prev log is even more interesting
Whole log btw
@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
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
@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
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
Yeah which is strange cus idk what could cause that
My first thought was LobbyControl but the other person that got the error didn't have that
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"
In theory it shouldn't change much cause the issue is with player IDs rather than names, but you never know with these things
018e5eba-7c81-4a6e-3bf6-21e9238ef41b If you have anyone to help you test here's the mod pack, try with it enabled and then disabled and see if that does anything
I don't have anyone π but maybe I'll look. I feel like all the info is available to me I just need to put the pieces together...
will take a look and reply when i get home, still out rn
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?
What mod makes space look like that?
ShipWindows
So you were able to see cosmetics, they just weren't correct? What was wrong with them?
ty
definitely not from mirage though that's for sure, since i don't do anything with chat messages
@solemn ridge do u know how i can reproduce this error
none at all, although like debby mentioned, someone reported this error before.
the first mention of this error was weeks after an update was already stable, so it sounds to me like an update from another mod is messing with some core stuff
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
wait so i still need to look into this π€
@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
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
ah gotcha tyty
error comes from this line specifically:```csharp
List<string> list = MainClass.playerIdsAndCosmetics[(int)__instance.mimickingPlayer.playerClientId];
i don't have MoreCompany opened on ILSpy rn so this is just an observation from looking at github, but it seems like ChatPatches.cs is responsible for populating the dictionary
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
That took far longer than I expected
I'm going to scrunch up into a ball and slumber now
tyty appreciate the help again
is this still an issue for you? i just tried testing it (with only mirage installed) and it works properly
I'll try to debug rn
No need to, that's already fixed in the next version of MC
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
i still feel like there's another mod that's causing an issue though, cuz there were no reports of this until recently
^
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
MC should only throw exception IndexOutOfRange not NullReference
It does for me, guessing the async logger messes with it
Ive only ever seen it show a nullref from people that have the AsyncLogger mod, all others I've seen have indexoutofrange
That error has been an issue since 1.8.0 of MC anyway
maybe the issue doesn't have to do with that error then π€
i'll have to investigate more to see
Actually nvm just found this #1177039162428366848 message
So something is changing that to a nullref
No clue what it'd be tho π€·ββοΈ
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
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
that's what i'm wondering. from a quick look at github, the dictionary is populated via HUDManager.AddPlayerChatMessageClientRpc right?
the only thing i can think of is that something (likely another mod) is erroring before the patch is run
The version of MC with the rpc error fixed is on GitHub (you'd need to build from the source code)
@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?
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
The issue I had before that was cosmetics not rendering properly playing solo you're not gonna reproduce this
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
damn i couldn't reproduce it either π
using your modpack
i swear reproducing the error is like 95% of the battle
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
oh it doesn't apply in lan? that might explain why i couldn't reproduce it
i can test rn if u want
ah he just released the namefix changes
yeah they were not working anyways so making a rewrite was planned
now players might get listed as "Unknown" and then updated in post π€
while before i was delaying the name assign so that might have been the issue
it's for lobbycontrol right
Matty's fixes
ah
but tecnically yeah, it's just that i split Lobby Control in the last minor release
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
i mean i also had this issue last night #1211989201793449994 message
ah interesting
and other than he Matty Fixes updated i only added LobbyCompatibility π
i can share my code maybe cross referencing will help
018e6027-a9e8-1535-5dab-95c225e439af
I think it has to be the NameFix patch doing it
It makes sense now
ehh not really, as nothing in more company uses the names to check cosmetics π€
I mean if you and qwbarch wanna test my mod pack from earlier you're more than welcome to
Cus neither of you can reproduce the problem in lan
Lol
it's always bad when things do not happen in LAN π because normally we devs do not have friends online to test stuff with π
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
π
I sent it before I went to sleep
018e5eba-7c81-4a6e-3bf6-21e9238ef41b
There
https://clips.twitch.tv/SpotlessKindMageKevinTurtle-JC1ICE62P6_FAThU Least we got a funny clip from it when the game just got stuck in limbo π
a lot of people see AsyncLogger in the stacktrace and when missing a better explanation call it out as beeing the issue XD
lmao i feel that
that's fairly normal and can be quickly confirmed and dismissed
was about to go sleep but yeah im down
I love the dog in his voice after going "All the critters are still outside!!!"
XD
had that happen a lot in Minecraft modding and carpet mod π
oh yeah i saw this earlier π
can't rn i'm at work
Yeah for him he respawned but for me he was a ghost
same, in fact any issue that has to do with masked enemies is often assumed to be mirage when it's often not
oh even better i can go sleep then LOL
gn, let's hope it's all fixed once you wake up
let's go 1.0.8 just popped up in R2
hopefully π
If it was the NameFix patch though I would love to know how
π
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
i only said the error starts with MoreCompany, but i also mentioned it's likely not coming from MC, considering it hasn't been updated for 2 months
but glad you somehow figured out where it came from (and hopefully it really is fixed)
yes but only the names, not ids or playerobject assignment π
Is it LobbyCompatibility somehow? π Max said he doubted it but like
I'm so confused
Cus the game doesn't log it failing it either
i mean you can remove it even if it says it's required for DoNotEatItems, i coded it as a softDependency anyways
after reviewing the clip i came to a conclusion that you can infact die to it
I'd rather not remove it unless we specifically know it's that though lol
π€£
The game was so bugged I had to test
were you in orbit in that clip... wft?
Yes lol
that certainly is an observation
We went in orbit and the game didn't end or progress
my friend on his end had respawned too
Lmfao
wow things broke really bad there π
oh wtf
Mirage v1.2.0 is released:
- Add support for LobbyCompatibility
- Compatibility level is set to minor version. E.g. Any
1.2.Xlobby is compatible with any other1.2.Xversion of Mirage. - This only applies to
v1.2.Xand forward, as I did not follow proper versioning in the1.0.Xversions.
- Compatibility level is set to minor version. E.g. Any
- Fixed issues of players not being able to hear voices mimicking them at times.
Ooh
Hope that fixes the bug too
LOL
i didn't touch that bug at all since i couldn't replicate it π
@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
it 100% doesn't
were you using the beta weathertweaks?
adding support for LobbyCompatibility just allows its users to check if a lobby contains a compatible version of mirage
that's about it
Yeah I wanna guess something weird was happening on Lobby Control or MattyFixes' end but idk what
hard agree on that
does it work as a soft dependency?
yeah it's a soft dependency
nice, i'll need to add support for that myself π
i'd expect 90% of mods adding compatibility as a softDependency anyways
^
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
I mean I managed to have the game break earlier but we're still finding out why
π
it's been out for two days π and DoNotEatItems was the frist mod that depended on it π
give it time
actually for thunderstore it is still the only one to have it as a dependency π€£ hopefully more mods will be added to the list
The only new mods I added today were SirenHead and ImmersiveVisor but I doubt they'd have done that
XD
@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
π€
its already fixed sorry forgot to say we had it working yesterday
it may also be caused by one of the mods using csync tho
My guess is LGU
i also removed a lot of mods so could have something to do with that
I never had Arachnophilia throw errors
but it works for me now
ah do u think it was some sort of mod conflict then? π€
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
nah ill just trust your word on it, testing modpacks take too much time π
thanks for confirming
np
I sent that error to Whitespike in the LGU thread
it is lol, it says "UnityEngine.Color is not expected"
@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
π€ you might be onto something with that thought
if your referencing the csync error above, archnaophilla seems to be trying to sync a color which doesn't work
what other mods do u have that depends on csync?
No that was LGU doing it
i just checked their source code, there's no reference to Color
i assume this when starting a lobby is known? (unable to host)
for the time beeing install
https://thunderstore.io/c/lethal-company/p/BMX/LobbyCompatibility/
until the Dev wakes up and solves the issue
i wont question how that fixes the issue, thx
this is why it mirage breaks, and why adding that mod fixes it π
i had to fix the same issue in my mods
arrived to complain about mirage breaking stuff but it appears that has occured
thanks for the fix tho
Dev is sleebin, I imagine it will be a quick fix once he's available
Same.
Get this mod, it fixes it for now

I also made a GitHub issue for this: https://github.com/qwbarch/lc-mirage/issues/49
I saw another GitHub issue already with only the text game doesn't start so I figured I'd chip in with a more detailed report.
wait is lobbycompatibility's soft dependency not working properly?
@fiery hazel why does lobbycontrol fix it :o
edit: nvm u posted lobbycompatibility not lobbycontrol
Yeah look into what Matty sent you to change
Matty had to fix his mods
Lol
#1211989201793449994 message @deft cape
You were sleeping for quite a while so you're just trying to get all caught up now lol
yeah gonna try to get a fix out soon
It's not him, that's his evil twin
π
π³
i can see that π
#1200695291972685926 message
we need lobby mod?
ahh ok lol
Nah don't downgrade just grab LobbyCompatibility
It's gonna be good for the long term anyways
i was just thinking of doing that cuz it brings more eyes on lobbycompatibility π
i just wont ever use lobbycompatibility lol
fuck alright ill just do a proper fix lmao
bullied into submission π
π
He gave in way too easily
Can't handle peer pressure
π€£
lol i mean it don't matter to me either way lol
was just wanting to try mirage finally lol
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
i wanna avoid messing with spawns kinda
π
theres too many mods that adjust spawns in different ways
Yeah fair
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
Yeah I think it'd be worth it π
I'll be playing tonight at normal time, maybe upload it as an Experimental build so I can export the code? My friends hate manually importing
π
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
Even if I nuke UniTask from the pack?
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
okay so does Mirage require LobbyCompatibility?
even if it says the lobby is incompatible u can still force join im pretty sure
What are you worried is gonna break with the new build exactly anyways?
So i assume Lobbycompat fixes errors in mirage?
or idk as I don't get much performance issues with mirage
that it might not work properly since i got unitask for a reason
Ah fair, fair
yeah the problem is that LobbyCompatibility is supposed to let me use it as a soft dependency (as in it's optional to use), but it's currently bugged and makes it a required dependency
oof
Was UniTask causing issues for some btw? Must be a reason you're wanting to do away with it
nope im just trying to remove it to have 1 less dependency
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
π
I've done it before with LobbyControl's builds before Matty started pushing the RC builds to TS
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
Barch pfp change?!?!?!?!?!?!?!?
yeeeeee i changed it after i kept getting confused when other people with the red default pfp talk π
@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
Sure
I can even do forcecredits with LGU and go to Rend a few times and hope a masked spawns
lol
@solemn ridge wait add me so i can dm u
not accepting friend requests
since ur dms are disabled and i cant add
LOL
o
π€£
hmm i cant drop a link here though π
π₯Ί
ended up just removing lobbycompatibility support for now π
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
It's a dev issue dw. You won't have any issues with LobbyCompatibility installed
ah okay
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.
err... i'm pretty sure my class is just copy and paste π did you forget to use it like this?
if (LobbyCompatibilityChecker.Enabled)
LobbyCompatibilityChecker.Init();
was basically that, except i just put the functions directly without creating a helper class
oof
lol
@deft cape because if it's not present you can separate it to the point of it never being called -> no errors π
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
no π
π
Bro lost that developer RIZZ
rizz and repeat
LFMAO
Bro really fumbled the gyatt...

Bro's from Ohio fr π
idk what that reference is to π
ohio

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
It's just the gen alpha lingo. Same realm as rizz and gyatt
what in the everloving fuck is that lingo π
gen-z attack
this is the zzz
LMAOO WTF
the only time agitatio breaks perfect grammar is with this π€£
this is even more cursed lol
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?
no
just makes masks spawn normally like vanilla (spawn on the moons they are exclusive in)
Mirage is just a name of the mod. There's no entity named Mirage.
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.
You think I'm stupid or something? Haha
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
Ah, okay. Multiple masked can mimic the same person then?
yup, naturally spawned masked enemies just mimic a random player
Got it!
if you don't have a spawn control mod, i recommend taking a look at #1213985212686532638
LethalCompanyVariables would work too right?
yeah that'll be fine
hey could you show how to spawn mimics after an instance
wdym instance
if u want to test spawning masked enemies you could use hamunii's devtools
no i made this mod https://thunderstore.io/c/lethal-company/p/whos_company/Ship_Mimics_Riot_Control/ and i wanted a mimic to spawn after the one dies in the ship
first mod
someone said you might know
So is MEOF compatible with this ?
I only want to use it to show usernames above Maskeds
or maybe you could implement that feature
ill have to write a more proper response later (im about to head out), but take a look at the haunted mask item, you can use that to spawn a masked enemy.
i did do it in a slightly different way but ill show u later when im back
yes you just need to enable the DontTouchMimickingPlayer config so it's compatible with mirage
uninstall and reinstall
ok thanks
itβll ask for version
right gotcha from there
username feature will come later, not anytime soon though
just use 1.2.1
Undid, not fixed
yrah i removed the other mod for now until they fix it
What exactly does this do?
so i just removed it for now
ok thanks
mostly for public lobbies, it just shows whether or not your mods are compatible with the lobby
does lobby control have that issue too?
nah matty did a proper fix
alright cool
i just didnt have time to look at it so i just removed it
Ah I meant the MEOF compatibility config thing
oh im dumb didnt notice ur reply
nw
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
