#Mirage

1 messages · Page 16 of 1

sturdy python
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I sent out the code already to the besties and don't really want to hassle people with another

deft cape
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nah it just makes it not sync properly basically

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still playable

sturdy python
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Alr alr

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Ty ty 🫶

deft cape
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np

fleet rune
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Im a bit behind heard there's a problem with mirage? What's the issue and is It fixed?

deft cape
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yeah 1.2.1 is fine

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dont use 1.2.0

fleet rune
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What was the issue?

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Don't mean to come in at the end of convo my bad fam

deft cape
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the problem is that i added an optional dependency, but it's bugged and would cause errors if it's missing

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so i just removed it until they fix it

fleet rune
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Thanks for the temp fix

deft cape
#

specifically talking about LobbyCompatibility

deft cape
dusky marten
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awesome thanks

deft cape
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@dusky marten ok this is how you can spawn masked enemies on your own (snippets of mirage are in f# so if you need clarification, i can write it in c# instead)

  1. Save the HauntedMaskItem prefab. NetworkManager.NetworkConfig.Prefabs.m_Prefabs contains all of the item prefabs, so go through this list and save just the HauntedMaskItem itself. In Mirage, I had it save the prefab in a GameNetworkManager.Start patch.
  2. Use Object.Instantiate to spawn the masked enemy. Here is an example of what it looks like Mirage. Main thing to notice is the mask item contains the MaskedPlayerEnemy prefab, and then you just set the position/rotation of it however you'd like. In mirage I set the mimickingPlayer as well, but I recommend you not to touch that, and just let mods like Mirage or MaskedEnemyOverhaulFork to handle that instead
deft cape
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oh shit mirage hit 50 likes, lets fucking go 👀

fiery hazel
#

gogogo

royal prism
#

The register method allows for soft depending! (though Matty already seems to have clarified that)

deft cape
#

yep i'll do that for the next update

turbid sentinel
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Anyone else experience micro stutters from Mirage?

solemn ridge
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That might be fixed soon though, barch is looking into removing UniTask as a dependency

deft cape
#

uhhh

turbid sentinel
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I have 100+ mods, disabling it makes the stuttering go away but weirdly it's no consistent

deft cape
#

unitask is unrelated to that

solemn ridge
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Okay well

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I hoped

deft cape
#

idk what microstutters is even from

solemn ridge
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LOL

deft cape
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lmao you shouldn't say random stuff if you're not sure 😭

solemn ridge
deft cape
#

removing unitask won't have any significant changes if i do it properly

turbid sentinel
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🤔

deft cape
solemn ridge
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It's been a while since I saw someone say Mirage affects their fps tbh

deft cape
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yeah same

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don't think any of the new updates should be affecting fps either

turbid sentinel
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my fps is fine just micro stutters

deft cape
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i wonder if it's the same issue as skinwalkers, but i thought that was dealt with 🤔

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are you on a hard drive?

turbid sentinel
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nvme

solemn ridge
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I run it on a Sata SSD with no micro stutters

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You certainly shouldn't be getting them with a NVME

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🤔

turbid sentinel
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yea I know

deft cape
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AFAIK ppl only have microstutters on skinwalkers on hard drives, ssds are fine (and is what rug suggests as a fix)

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but mirage should be fine with hard drives is the thing

turbid sentinel
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what "fix"?

deft cape
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so if it's not that's something i gotta look into

deft cape
#

thought u were saying "nvm" 😂

turbid sentinel
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lmao

deft cape
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wait it's an m.2. those things are blazing fast

fiery hazel
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nvme is the better version of ssd

deft cape
#

certainly not a disk io issue then

fiery hazel
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the same as ssd is the better version of hdd

turbid sentinel
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I haven't had a hard drive in years

deft cape
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@turbid sentinel do u have a ton of errors on ur console?

turbid sentinel
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Nope

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Not a single one

solemn ridge
deft cape
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hmmm

turbid sentinel
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ok my bad

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one mod

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Diversity

deft cape
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error spam is a common issue with lag in this game

turbid sentinel
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This was on load up

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Once the game is going no errors occur

deft cape
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hmm that shouldn't cause lag then

solemn ridge
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Almost any modern SSD, Sata, NVME, or I forget what the other kind is

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All will be better than a HDD

light jacinth
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what's a HDD?

turbid sentinel
deft cape
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have you tried running the game without mirage? i just wanna confirm it actually is from mirage before i try and think of what's the possible issues

solemn ridge
fiery hazel
turbid sentinel
light jacinth
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is that some kinda lost technology from ancient times?

turbid sentinel
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will re enable to confirm

deft cape
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fuck...

deft cape
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what version are u on

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latest?

turbid sentinel
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yes

fiery hazel
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sata is both ssd and hdd.. it's the wire that connect them to the motherboard 😂 ( well it is the protocol,connector and cable )

turbid sentinel
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ok so

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Just loaded in

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Microstuttering has stopped

deft cape
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🤔

turbid sentinel
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So here's what happens

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When I re launch, the micro stuttering re appears

solemn ridge
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Inb4 it's cus of NAudio, have you seen the issues on that github? 😅

deft cape
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nope

deft cape
#

FYI naudio is really stable

solemn ridge
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I'm messing

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But still

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😂

turbid sentinel
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eesh

deft cape
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saying that just makes people think naudio could actually be a problem

solemn ridge
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I'm just bad at translating jokes in text

deft cape
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that's a terrible way of looking at how stable a library is 😭

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fair but still

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random viewers could think it's an actual issue

solemn ridge
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Sorry

deft cape
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nah u good

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@turbid sentinel not sure i get u too much though, it stopped micro stuttering, but when u relaunch i stutters again? how did u get it to stop stuttering then?

turbid sentinel
deft cape
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ah

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i wonder if disabling mirage was just coincidence that it stopped stuttering then

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since it's not consistent enough to reproduce

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i haven't heard of performance issues on mirage in ages

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the last time there were major issues was over a month ago

turbid sentinel
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Maybe another mod I have conflicting with it idk

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Now it's acting fine tho

deft cape
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interesting

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well lmk if u find out anything more, cuz if it's an actual issue from mirage, i'll look into it more

turbid sentinel
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Will do 🫡

deft cape
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is that a recording of the microstutters

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i don't really notice it 👀

broken mango
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thinking-

Should I remove masked enemy overhaul forked?

Cause Mirage does the same thing-

like does this mod support cosmetics

deft cape
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cosmetics for masked enemies is supported by the cosmetics mods itself

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so mirage inherently supports them

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if the only thing you need MEO/MEOF for is picking the correct suit/cosmetics for the player, then u don't need them

broken mango
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ah okay-

mainly I been thinking of removing it, as I know the fork fixes the enemy spawn but I heard it bugs out with modded enemies

deft cape
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if you're using it for spawn control i'd say look into something like #1213985212686532638 instead

broken mango
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nah I disable the normal spawn and just use vanilla-

deft cape
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ah

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sounds like u don't even need it at all then

broken mango
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oof yeah I might end up removing it

turbid sentinel
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@deft cape I discovered HD Lethal company was the main culprit of the micro stutters

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Dropped it and replaced it with another resolution mod to combine with an ultrawide mod and have no encountered any more stutters

broken mango
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yeah HD lethal company far as I know as I don't use it has issues

deft cape
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ah great to know it's not from mirage, thanks for letting me know 😄

acoustic fox
buoyant skiff
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LCUltrawide

turbid sentinel
tulip stirrup
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how to enable all enemyes mimicking voices?

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not only masked

deft cape
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config has options for all the other enemies

light jacinth
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install LethalConfig mod

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then you’ll have ingame UI to change this mod’s settings

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you gonna have to restart afterwards for the changes to kick in

tulip stirrup
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i have lethal company mod but i cant find mirage there

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lethal config*

light jacinth
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it should be there tho :[

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ok mirage not showing up in lethalconfig has happened to me once before

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i just generated the code for the modpack and fresh install another copy and that fixed it

broken mango
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I assume choosing what modded monsters talk happens in 2.0.0?

tulip stirrup
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ok thx i fixed it

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by reinstaling

light jacinth
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cool

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not sure why that issue happens. it’s only happened to me once, but i’m glad i found a solution.

deft cape
deft cape
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don't worry about it being set as deprecated, i set it to that so people don't find it via thunderstore's search

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main thing to look out for is:

  • mimicked voices should sound identical to an actual player's voice
  • mimicked voices should have the same volume as an actual player's voice

currently on the official build, i'm pretty sure they still sound slightly different to real voices, and are much quieter.
hopefully this experimental version will fix those 2 issues, and if it's good to go, i'll upload it to the official build

pastel quest
light jacinth
deft cape
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filters should be more accurate as well

light jacinth
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volume & filters

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noice

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ill try with my group of friends tomorrow

uncut sierra
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Latest mirage non experimental seemed to work way better tonight for me. Enemies reliably using voice lines .. masked etc. great time

deft cape
deft cape
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great to know it's working well though 😄

gloomy crow
deft cape
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ohh shit ur back ouk, it's been a hot min

remote iris
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@deft cape didn't u say unitask is not a dependency anymore?

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in the experimental it is

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did u re add it

deft cape
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it's completely bricked without unitask

solemn ridge
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It's caused him too many issues to try and remove it, due to how the mod is coded most likely

deft cape
#

turns out the networking stuff wasnt even running at all

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whenever u heard voices during ur test it was just locally played voices

remote iris
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so thats why

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so how's the testing going

solemn ridge
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He deprecated the Experimental release, I was gonna add it to my pack to test on stream today

deft cape
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just trying to get input from others b4 i push it

solemn ridge
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😂

solemn ridge
remote iris
solemn ridge
remote iris
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i wanta customc olor too 😭 white is too basic

deft cape
light jacinth
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making a mod for fun UAHGHHUAHGHHH
vs
making a mod for a discord name color yoiled

remote iris
lament mica
deft cape
lament mica
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And I copied your friend

deft cape
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LOL

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nerd emoji guy's influence is spreading

remote iris
deft cape
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i swear he has a new pfp every time i look

remote iris
torpid arch
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i think i know what you're referring to 😛

amber swallow
nova star
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Starting a run with my group using the Experimental Mirage. I'll let you know how it goes!

deft cape
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tyty lmk 😄

solemn ridge
deft cape
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no idea why that happened yet, it was fine when i tested with someone else in online mode

nova star
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Yeah, we played about 8 days and no voices to be heard. I'll attach my logs and current mod list. There was a few things that were giving errors that were probably unrelated to your mod. But your current non-experimental release works with it all.

deft cape
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i wonder if i uploaded the wrong thing lmao

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mb 😭

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ill have to check after

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thx for the error logs

nova star
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No worries! I'm just happy to help out 🙂

remote iris
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this is with the new infectcompany mod

deft cape
#

oh shit it's a better version of that imposter mod

deft cape
#

gotta see why it worked for me locally

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but not for others

light jacinth
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too late our pcs just esploded

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😭

deft cape
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oof i just nuked all the experimental testers today 😔

lofty sorrel
remote iris
lofty sorrel
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Nah I get it, I wouldn't enforce it generally speaking, mostly just so it doesn't become a norm

deft cape
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oh my god im an idiot

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for the experimental build i uploaded a version where i froze all the masked enemies

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just to test easier

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and i have a feeling that's what was causing some issues

timber notch
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PFFT

deft cape
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hmm what's everyone's thoughts on having ImitateMode's default value as NoRepeat? just wanna provide a better out-of-the-box experience

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most likely gonna make natural spawns pick slightly less random as well (by alternating between players so there's less duplicates of a single player)

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after some of the changes in v1 that i'll push out this week, i'll return to working on v2

paper swift
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that sounds good

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if it says the same 3 things over and over its not hard to tell its fake

lofty sorrel
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Sounds good to me, I think letting it pick new voicelines guaranteed every time makes for a better demonstration of the mod, and the natural spawns change sounds perfect tbh

deft cape
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bet thanks for the inputs y'all

paper swift
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thanks for making this amazing mod :]

deft cape
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also while both of you are still here actually

lofty sorrel
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100% of people (that responded) approve of these changes

deft cape
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i plan on adding masked spawns to all moons, as well as just making them more common by default.
would you think, lets say, spawning at the spider's spawn rate be too common?

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i actually want it to be more common, and masked enemies are capped at 2 by default anyways (im pretty sure)

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but idk if that's something that others wont like

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since again this is more for the out-of-the-box experience

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my reasoning for it is that if you have mirage installed, you probably want to see masked enemies more often

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e.g. during the superlobby event we didn't really see any masked at all

paper swift
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i like that idea idk how others might think of it tho

deft cape
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it'd definitely be an opt-in thing via the config, just not sure if that makes sense as the default

paper swift
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i think it does

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there are full mods just for that so i think its good

lofty sorrel
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Default being Spider rarity seems fine to me. If someone's changing the config to turn on spawns on every moon, they're also probably going to think about changing the rarity to suit themselves anyway

paper swift
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fair

deft cape
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yeah good point

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alright thanks again for the inputs, just gonna try and fix the experimental build and hopefully ill get a new release out in the next few days

lofty sorrel
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Poggers

paper swift
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good luck

lofty sorrel
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It's past 6am

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ingeidnedkmsleep

paper swift
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ok

deft cape
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im always up at that time too kms

upbeat compass
deft cape
#

hold up... never knew it was yours this whole time LMFAOO

upbeat compass
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nah i know it has a bunch of issues

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that and just game design wise its a bit of a mess

deft cape
upbeat compass
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(the main reason it hasn't been at the top of my list)

deft cape
#

it's ok soundapi is already so much work to maintain

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even rn with multithreading, it works for a bunch of ppl, it doesn't work for a bunch of ppl

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😔

upbeat compass
#

skill issue on god 💀

deft cape
#

the typical life of a dev

light jacinth
#

yes to norepeat

deft cape
#

sounds good

fiery hazel
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experimental TS pages are growing 😂

deft cape
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yea i made this cuz lunxara recommended me to, cuz you did it

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LMAOO

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only ended up making an experimental package cuz of u 😂

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otherwise i woulda stuck to uploading to ppl instead

fiery hazel
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and i did too because they pestered me until i did 🙃

deft cape
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LOOOL same

fiery hazel
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but i guess it makes sense for them as they have to share the code

deft cape
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only didn't want to do it at first because i was scared of doing stupid things and uploading a version to the official package, which ironically i did that on the first push

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so i ended up just making sure i have a script for it instead of manually changing the manifest

fiery hazel
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i just have a txt file called clipboard with a checklist of stuff i need to change in the manifest.json, and a fully separate folder where i copy the main zip before editing it

deft cape
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i dont even trust myself with a checklist, i'll still fuck it up somehow

fiery hazel
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happend once that i uploaded the experimental with the wrong version number but nothing else lukly

deft cape
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so i just made a script and it's easier that way anyways

fiery hazel
#

oh script do be nice

deft cape
#

just a bit "ugly" to version control the experimental packaging script and the manifest but it is what it is

fiery hazel
#

you put it in the csproj or the PosBuild.target?

deft cape
#

oh nope im not that comfortable with csproj, i always make shell scripts whenever i need something

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just gonna repost the above so it doesn't get buried

fiery hazel
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sry

deft cape
#

nahh all good

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to those who helped test the last experimental build, thanks for trying it out and sorry for bricking it 🙏
i've uploaded the right version this time if any of u are still willing to help test: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/

like yesterday, if you're testing the experimental build, you can ignore it being deprecated. the package is only deprecated to not have it show up in the thunderstore search bar

again, the main things to look out for in this experimental version are:

  • voices should actually sound identical now (updated the voice filters again)
  • voices should be at the same volume as an actual player's voice now (unconfirmed right now, since i couldn't test it with a second person and im about to go sleep)
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if you have this BepInEx\plugins\Unknown-MirageExperimental\mm_v2_manifest.json file, make sure to delete it as well.
i have NO CLUE why, but when this file exists, it seems to screw with the mod and makes the sounds really quiet.

i'm not sure if this only occurs when i do a local import. if it doesn't show up for the MirageExperimental package, then that's great, no need to worry about it

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if you're running the experimental version, you will also see this warning a lot. just ignore it, i'll deal with it before an official release

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also just to note, while i did mention spawn changes are planned, they're not in the experimental version yet

nova star
nova star
dark brook
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is anyone playing mirage with #1190848624402386985 ? i think that one makes two dudes spawn instead of one when you get killed by a masked

broken mango
solemn ridge
#

It's worth having for the radar fix

nova star
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Testing is going well! The voices sound like my friends and the volume is perfect.

deft cape
#

when u hear a fake voice now, how much are u able to tell the difference for what it sounds like? (not talking about how obvious bcuz of what it says since that will be addressed in v2)

solemn ridge
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barch why did Experimental cause me to get a crash with so many errors when I tried to quit out of the game?

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I dmed you

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LOL

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What did you do this time buddy?

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XD

deft cape
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oh what

solemn ridge
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Lol

nova star
deft cape
#

LMAOO nice

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and for the official mirage build im assuming u can tell the difference if u focus on it a bit right

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(or immediately if ur that cracked)

nova star
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So far, only because I knew where they were at. But just by listening, not really.

deft cape
#

ah so the filters were already similar enough anyways eh

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im assuming the main difference rn is the volume

lament mica
#

I'll have to test experimental with my monitoring headphones.

deft cape
#

are those some audiophile headphones 👀

lament mica
#

my wallet cried so maybe lol
perceive

deft cape
#

LOL

nova star
deft cape
#

LOOL nice i guess once a couple more ppl confirm the changes are good, they'll be good to go for a new release (after i figure out whatever the issue lunxara's having is)

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speaking of which, when you exited to the main menu (or closed the game) did it cause any crash issues

nova star
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I haven't been getting any issues with the crashing. I have had to close a few times now for mod updates and everything closed without an issue.

deft cape
#

i wonder if it's some sort of weird mod conflict then, i'll just test lunxara's modpack directly

nova star
deft cape
#

thanks ❤️

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couldn't replicate @solemn ridge's crashing issue, no clue what was happening 😭

soft hollow
#

@deft cape pst

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buddy

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hows it going

deft cape
#

yooooooo whats good mi6k

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been a hot min

light jacinth
#

he been tempering that inner kevin hart

deft cape
#

LOL haven't seen those kevin hart gifs in awhile without mi6k around 😔

soft hollow
soft hollow
deft cape
soft hollow
#

Well just finished the modpack and all of its icons

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And now Im gathering people for the beta test

deft cape
deft cape
soft hollow
#

maybe

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also my main issue

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is that AC was a core mod in my pack

deft cape
#

like for spawns and stuff?

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what are u using now? LQ?

soft hollow
soft hollow
#

and items

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Plus presets

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And yea spawns and stuff

autumn glen
soft hollow
#

depends on how easily I can make the readme

deft cape
#

sheeesh gl on the release 🙏

lofty sorrel
soft hollow
#

yes*

lofty sorrel
#

What's the asterisk

soft hollow
# lofty sorrel What's the asterisk

For now I was too lazy to find replacement mods for AC, so modpack will be in beta, youll just need to add ur own version of AC 1.18 to it

lofty sorrel
#

Ah okay I see, goog

deft cape
#

@soft hollow i remember u saying there was an issue with the modpack at the time when vlad and i tried it with u that one time, what even was the problem?

soft hollow
#

it evaporated

deft cape
#

i love it when bugs disappear by itself

soft hollow
#

probably a mix of me always playing with configs 10 times a day

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plus

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changing out mods 10 times a day

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plus

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mod updating every second I blink

deft cape
#

lmfao

soft hollow
#

looking at Wesley

deft cape
#

wesley shits out moons faster than i can shit irl

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idk how the man does it

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and they're quality too

sick rampart
#

hey im looking to configure things about the mod like change the setting where masks spawn after ever player death.

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how could i do this?

sick rampart
#

yes

deft cape
#

click on Config editor and then search up mirage

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and then you'll want to scroll all the way down to the

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MaskedPlayerEnemy section, specifically the SpawnOnPlayerDeath value

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looks like this

sick rampart
#

when i search it up no mirage comes up did i install the mod wrong maybe?

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and thankyou for the help

deft cape
#

oh nah u just need to run the game once for it to generate the config

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no prob

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for most mods if you run the game once it'll have a config

sick rampart
#

ill try that thankyou

deft cape
#

sounds good

sick rampart
#

it worked thankyou very much!

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have a nice day!

deft cape
#

you too yoiled

light jacinth
#

i never managed to test experimental, i have failed u 😔

deft cape
#

smh u have indeed failed me 😔 how could u

soft hollow
#

im gonna go bald

deft cape
#

is it davinci again

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😔

soft hollow
#

rahhhh

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' gerg hts

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im going to steal the moon

deft cape
#

bro going insane from davinci fr

light jacinth
#

man i remember daxcess mentioning having issues with it when he was putting together his lcvr 1.2.0 video showcase

upbeat compass
#

bro what the hell are y'all doing to DaVinci it's not that bad

deft cape
#

mi6k does everything in it

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including image editing

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LUL

light jacinth
#

wait wtf

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aint no way

deft cape
#

pretty sure he mentioned making those logos in davinci

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i could be remembering wrong 💀

soft hollow
#

Hear me out

soft hollow
#

Imagine you are building a very complex thing

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And you need many tools for it

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Screw drivers with different screw head sizes

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Wrenches

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Etc.

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You need to be able to use all those tools for every single part

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OR

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You could spend your time mastering one tool

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To do everything

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And tool is a hammer

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And when I weild my hammer, every problem is a nail

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So what Im saying

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is I refuse to use anything other than davinci

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I just gotta slam my head in the wall hard enough until it starts working

soft hollow
#

im zooted

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im bonkers man

light jacinth
#

not only is he kevin hart, but he's also leonardo davinci

#

man's crazy

soft hollow
deft cape
#

mi6k built diff fr

soft hollow
#

im

#

dead

upbeat compass
#

rip 🙏

light jacinth
#

are there any plans to add a config option to customize which modded enemies could mimic voices?
i imagine another box beneath the EnableModdedEnemies checkbox where u can type a string of enemy names separated by commas "RollingGiant,Shrimp,ShyGuy,ImmortalSnail", but having the default be set to "all".

deft cape
#

yeah it's planned for v2

#

i'll eventually just generate a config option for every monster at runtime

light jacinth
#

ur gonna put skinwalkers out of business at this rate

maiden tusk
#

is it better to use the experimental version as is than the stable version? These new features sound very good

light jacinth
#

ive only tested experimental on solo rn.. and im like damn.. is my mic really that sensitive and that loud? is this what my friends have to put up with?

#

in the Pause menu, u can change other people's mic volume, do u account for that?

deft cape
#

ill have to double check

deft cape
#

the other stuff i mentioned ill add in the next update (like spawn control) hasnt been added yet

nova star
#

Do you plan to add similar config options like MEO?

deft cape
#

my reasoning for not adding a config option to set your own custom weight is just cuz at that point, u might as well use a proper spawn control mod

nova star
deft cape
#

ur talking about the spawn control specific ones right? or is there others? 🤔

nova star
#

I really only use it to increase the rates a tiny bit and add names above the masked heads. I think the spider rates is a good rate to have.

deft cape
#

ah the nametag thing is planned for later, but that's probably after v2

#

just super low priority for me

nova star
#

For sure! I can live with having an extra mod for that haha.

deft cape
#

honestly the only issue i can think of with the approach of copying the spider's spawn rate is

#

if a moon decides to make it really rare, then masked becomes really rare as well

#

or if it's not added at all, then i'd need some sort of default

nova star
#

ohhh. Is there a way to set it to a specific moons spawn rate? Like all masked spawn at the same spider rate as experimentation?

light jacinth
#

i’d just use lethal quantities to handle that

nova star
#

I was more making a suggestion to the variable spider rates they mentioned. But I don't know much about modding this game lol

deft cape
#

at that rate it might just be easier to have a config to set a custom weight

#

i'm not sure what people here would prefer tbh, lmk

nova star
#

Ohhhh that's right. Because they all have different total weights. True. Could you set the rate based on a targeted percentage then? Like if the bunker spider is 15% for experimentation you have a variable weight that targets that 15% on each moon?

soft hollow
#

@deft cape Its done.

deft cape
remote iris
#

we need a kevin hart sticker/gif for this moment

#

its not on thunderstore explain

#

we need a full paragraph about your apology for saying its done while it aint on thunderstore

soft hollow
#

its

#

its fighting me

soft hollow
soft hollow
tight ivy
#

are there plans to make it so that naturally spawned mimics can have cosmetics?

ivory mason
#

Does this have an incompatibility with ModelReplacementAPI? Someone in my playgroup claimed to have run across an invisible masked that couldn't move, I assume it was copying his suit which is a different model

lofty sorrel
#

The ModelReplacementAPI dev might be back soon to implement it tho I've heard

ivory mason
#

Would be nice for a config option to disable them copying suits in the meantime, especially if it causes the masked to not move

soft hollow
#

As when copying a suit, the suit still exists under the model, so the masks should function just the same, they wont copy the 3d model, but just the suit representing it on the rack

ivory mason
soft hollow
#

If u can drop ur modpack code

ivory mason
#

Never had a frozen masked that had any normal suit

ivory mason
#

I just switched from MoreEmotes to BetterEmotes, do you think more emotes could have caused it?

#

I've heard to switch to better

lofty sorrel
deft cape
#

^yep if copying suits was the problem, ModelReplacementAPI would have issues even in vanilla, which is thankfully not the case

#

just an FYI bunya (the author) plans on coming back to modding in like a month or so, and said they'll work on supporting masked enemies

#

so as soon as that's finished, it should work with mirage right out of the box

#

(mirage doesn't handle any of the cosmetics itself, the cosmetic mods add support for it directly)

tight ivy
#

floating cosmetic mimic haha

deft cape
deft cape
tight ivy
#

i dont believe so

#

I'm not

ivory mason
#

I am talking about the ones spawned from vents, not players who have turned

lofty sorrel
#

Well yeah, it's the same mechanic. Mirage just makes it so that the mechanic vanilla uses to apply suits to turned players also applies to naturally spawned Masked

ivory mason
#

Might be an issue when it copies a different playermodel, tho this is all speculation on my part

deft cape
#

wait @twilit monolith isnt the invisible cosmetics thing related to a MoreCompany bug that was fixed in StarlancerAIFix?

lofty sorrel
#

It can't copy playermodels

deft cape
#

yeah player models aren't supported at all purely because ModelReplacementAPI hasn't done it yet

#

mirage doesn't do anything itself

ivory mason
#

Or is that a known bug

#

We only had it after we added model replacements

twilit monolith
lofty sorrel
#

It's not a bug persay, just not a feature yet. All that really means is that whatever model replacement you had wasn't using a normal suit as a base, and so it replaced the default model with what it found: nothing

deft cape
#

oh nah the players are invisible except for the cosmetics, sorry i said that wrong

#

i could've sworn it'd still keep the model intact but maybe im wrong

lofty sorrel
#

Could be dependant on the model mod

deft cape
#

@glossy aspen do u have any ideas what the issue could be?

ivory mason
glossy aspen
deft cape
#

yeah theres some reports of masked enemies being invisible, except for its cosmetics

@ivory mason said it only started happening after ModelReplacementAPI was installed

twilit monolith
glossy aspen
#

Nothing comes to mind. There isn't actually any code in ModelReplacementAPI that involves masked.

deft cape
ivory mason
deft cape
glossy aspen
#

I mean, it's possible that some model mod adds a MoreSuits suit that is just an empty texture? It doesn't really matter what the suit texture is, seeing as it will be replaced with a model.

#

But personally I haven't seen this bug either all the times I've played with my friends.

lofty sorrel
#

Yeah that was my thought

ivory mason
glossy aspen
#

Best of luck in finding it.

deft cape
#

interesting, thanks for the input

deft cape
#

alright another question about defaults:
do you guys think having MuteLocalPlayerVoice set to true as the default makes more sense (current default), or should i set it back to false?

(if anyone doesn't know or forgot what it does, setting it to true just means you won't be able to hear your own mimicked voice)

uncut sierra
#

i personally believe the whole appeal of the mod is to trick you into thinking a teammate is nearby. hearing your own voice is a dead giveaway that an enemy is nearby (it obviously can't be you.)
So I'm perfectly fine having my own voice muted. During spectate hearing my own voice is good because i want to see what funny interactions happens

#

i guess in regards to masked-mimics specifically.. if an enemy is disguised AS YOU, i guess it doesn't matter. but i'm coming from the idea that you know, spiders and coilheads are doing the voices

deft cape
#

yeah that's my thoughts as well, was just curious cuz some ppl seem to prefer to hear their own voice still, and if it's a common enough preference, it could make sense to set it to false by default

lofty sorrel
#

To me it makes sense for the default to be false, cause I'd just be confused when my friends hear me and I don't hear anything. Ig there's appeal to that, but I like the idea that it's the creatures actually speaking the lines (through whatever means, I don't write the lore) rather than it being somehow within the players' individual minds

#

I'm massively overthinking this

uncut sierra
#

i love the confusion amongst my group, personally. but i can understand that

deft cape
#

so i'm guessing your opinion is mostly from a lore perspective? the reason i think setting it to true as the default makes more sense is, as magnet mentioned, hear your own voice is a dead giveaway that it's a fake (if you hear it), and i'm assuming someone who's new to the mod would want it to be as deceptive as possible

cause I'd just be confused when my friends hear me and I don't hear anything
this is why i'm not too sure about which one to set it to though tbf

lofty sorrel
#

Maybe for broader appeal true makes sense. I think I also just wouldn't want to miss out on funny moments where a voiceline I gave ends up being used in a funny way, but it's not really the purpose of the mod at its core so if I/others want that the config can be changed

deft cape
#

I think I also just wouldn't want to miss out on funny moments where a voiceline I gave ends up being used in a funny way
true, good point 🤔

ivory mason
#

Some way where if you're alone the voice is never yours, only when with a group (best of both maybe?)

light jacinth
#

testing the experimental rn and it seems to do a very good job mimicking other player's mic volume and quality

#

my only issue is that my own voice seems to be noticeably louder than other's

#

but that could just be a me problem

#

with my mic setup

ivory mason
#

like honestly thats my #1 ask

light jacinth
#

my friend says his mimic voice is the same volume as my mimic voice

#

but that's not the case for me

ivory mason
torpid pecan
light jacinth
#

well fortunately there's a config option to mute ur own voice if its that bad

deft cape
deft cape
deft cape
light jacinth
#

i dont want to mute myself, but i wish i could lower my own mimic volume

deft cape
#

i just realized there's no in-game option for lowering your own input, just other people's mics

#

so maybe the playback is a bit louder

#

ill have to do some tests again

light jacinth
#

if u do add something to modify your own mimic voices, can u make sure its specifically ur own mimic voice's volume and not ur actual mic volume for other people?

#

but anyway the experimental mimic voices are a lot more convincing .. hearing my friend's voice vs a mimic. i dont think i could immediately tell the difference.

#

and my friend said he couldnt really tell much difference between my voice and a mimic too.

#

some error i noticed popped up. but i didn't notice anything weird ingame.

deft cape
# light jacinth

that's not good.. i don't think i've noticed it yet but i'll have to investigate. that's definitely not a good sign though, even if it doesn't do anything noticably weird

#

oh wait i thought the null reference exception was comiong from one of my classes

#

but since it's coming from MaskedPlayerEnemy itself, i think another mod is causing that

#

@light jacinth is that the only part of the stack trace? or is there more to it? (like the lines after that very last one)

light jacinth
#

unfortunately i dont have the entire log anymore, but i recall that portion of the console was all there was to masked related stuff

deft cape
#

if u see it again could u send me a full log? i just wanna double check if that stack trace has any references to mirage

light jacinth
#

yeah ill be sure to do that next time

#

the only reason i attributed this error to mirage is well it says [Info :qwbarch.Mirage]

deft cape
#

that's the previous line, but if the stack trace does contain Mirage, it could still be the cause of it

#

so i just gotta double check when u have the log

#

looking kinda like it's not from mirage though, especially rn when i'm testing in game there's no null reference exceptions

light jacinth
#

in terms of mask related mods, i have:
-LC_Masked_Fix
-MirageExperimental
-DramaMask

fiery hazel
#

how long ago was the log? did you have asyncloggers?
if yes the sqlite file will likely contain multiple logs ( it rotates based on file size) and not game boots

light jacinth
#

i do have asyncloggers

#

where can i find the logs?

fiery hazel
#

same place of the other logs. where you get the LogOutput.log file

#

(r2profile)/BepInEx

#

if you ned to find the profile folder there is this button in r2/tunderstore:

light jacinth
#

how do i look inside of a sqlite file?

upbeat compass
#

just search sqlite browser

fiery hazel
#

yeah, that will work, it's not really intended to be viewed by the users so it will be a bit clunky if you need to search it

light jacinth
deft cape
#

can you paste the message that's right below it (the one with NullReferenceException)

light jacinth
#

ur gonna be shocked

#
NullReferenceException
Stack trace:
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::Start>(MaskedPlayerEnemy)
deft cape
#

LMAO THATS IT

#

fuck

#

i dont understand how there's not at least an IL reference 😔

#

in any case i've been testing for a bit just now, never seen it once

#

so i'm just gonna assume it comes from another mod

light jacinth
#

i got asyncloggers.. and any logneutering mods have been disabled during testing

deft cape
#

the stack trace should still be the same anyways (minus async loggers being added to the stack trace)

light jacinth
#

convenient that async logger logged this stuff tho. i wouldnt have been able to pull it back up without it.

deft cape
#

btw anyone who's using the experimental package, i just pushed an update if y'all can try that out as well. it should have slightly better fps, but other than that, there shouldn't be much of a difference from the previous experimental build.

and as usual, ignore the fact that it's deprecated, for anyone who's trying the experimental build for the first time, it's only deprecated to hide it from the TS search bar

light jacinth
#

was there an fps issue?

deft cape
deft cape
#

just didn't realized i was doing a bit of blocking on the main thread, which causes some hitching if you're on an HDD especially

light jacinth
deft cape
#

ah thats what u mean

#

yeah true

light jacinth
#

SSD gang

deft cape
#

🤝

upbeat compass
#

nvme2 or bust

light jacinth
#

NVME gang

deft cape
#

i wish i had that 😔

light jacinth
#

now what really kills my fps in lethal is doing VR + LethalCasino lmao. i think coz the casino got a ton of volumetric lighting.

fiery hazel
deft cape
#

smart idea 👀

fiery hazel
deft cape
#

yeah i was expecting something in the stack trace

#

that log is so anticlimatic LOOL

fiery hazel
#

never seen such a short stacktrace from unity

deft cape
#

fr 😭

fiery hazel
#

and it's not even sqlite truncating it.. i just checked and each text field can contain up to 2gb of text 🤣

deft cape
#

i'd be surprised if did lmao

vast canyon
deft cape
#

oh shit i need that, thanks for making that 🙏

light jacinth
#

okay will do

deft cape
#

@light jacinth ok so i just did some testing with a partner to try to compare the audio's volume.
there were times where we thought it might've been louder than the real voice, but after doing a lot more tests, the times we thought were louder was just when we physically spoke louder.
we did "controlled" tests by saying the same word at the same volume, and discovered between you and another player (or a voice mimic) affects the volume quite a bit, so depending on how far you are, it can sound a lot louder, but this is just regular behaviour.

tldr; the audio volume in the experimental build is fine. in fact, i'm not even adjusting any voice settings myself anymore, i basically just cloned what dissonance (the voice chat system) uses, so it should be completely identical (and from our tests, sound identical)

upbeat olive
#

This dont tell default value

deft cape
#

looks like r2 is bugged there, when i click "show more" nothing happens

upbeat olive
#

same

#

what is the default i changed the wrong setting by accident

deft cape
#

idk if ekbr left the server, can't ping

deft cape
#

default is true

torpid pecan
#

r2 try and work properly challenge

upbeat olive
#

i want to be able to hear myself when spectating

#

if i was mimicked

deft cape
#

oh wait

upbeat olive
deft cape
#

i thought you were looking at the MuteLocalPlayerVoice value sorry

#

AlwaysMuteLocalPlayer is false by default

upbeat olive
#

oh ok

#

i can see the value for the other one

deft cape
#

(specifically because people should be able to hear their voice while spectating)

upbeat olive
#

is it bad to hear your own voice while mimicked and alive

deft cape
upbeat olive
#

i would like to always hear it i think

#

it would be more funny that way

deft cape
upbeat olive
#

i can kinda tell anyways

#

if its masked atleast

#

the bracken not always but easy to survive

deft cape
#

i'm still not sure what should be the default for that yet though, but im leaning towards keeping MuteLocalPlayervoice as true as the default

deft cape
upbeat olive
#

if ai revamp was useable it would be another story

deft cape
#

something that'll hopefully eventually be changed for voices when mirage v2 comes out

upbeat olive
#

but that mod is too broken for me rn

deft cape
#

well i plan on redoing the ai anyways eventually

upbeat olive
#

oo

deft cape
#

was originally part of the v2 roadmap but

upbeat olive
#

that would be dope

deft cape
#

i don't think i have enough time to finish it for v2, and quite honestly i just want a break after v2 as well so it'll take awhile until i get to that point

#

dunno if u saw it yet but check the pinned msgs for v2 plans

upbeat olive
#

default of mutelocalplayervoice is already set to true

#

you set you were leaning to that

#

do you mean keep it the same then ?

#

and if i set that to false i can always hear myself

deft cape
#

oh yeah thats what i meant, just trying to think of sensible defaults for the next update

upbeat olive
#

ok perfect i will try that

#

also is spawnonplayer death based on weight or chance %

deft cape
#

chance, it doesn't use the vanilla spawn system at all since it happens wherever the player dies

upbeat olive
#

i already use hardcore mods so having too frequent masked spawn might make it imposible lol

deft cape
#

yea u can just set it to 0 to turn it off in that case

upbeat olive
#

i like having it at a low chance

#

oh so 3 % chance like i had it was great then

deft cape
#

yeee

upbeat olive
#

i still should use MaskedEnemyOverhaul and the masked fix mod right ?

#

or is there no need for them anymore

deft cape
#

depends on what you're using MEO for. if all you're using it for is copying the suit/cosmetics then u dont need it

#

masked fix should still be used cuz mirage doesn't come with any of those changes

#

until zeekers fixes those vanilla masked bugs you'll probably always want masked fix

upbeat olive
#

we dont use suits anymore

#

so i guess there is no point for that

#

my friends wanted to go back to no suits for more game imersion

deft cape
#

do u use ModelReplacementAPI? cuz sadly that's not supported yet. bunya plans on adding support for it when they return to modding soon though

upbeat olive
#

nope

#

i stopped using that too

deft cape
upbeat olive
#

yep

#

we also use no nametags

#

well it sounds like i dont need overhaul

deft cape
#

definitely don't need MEO then, unless you're using it for spawn control (which mirage will soon have)

upbeat olive
#

but the masked_fix for red screen bug and such is still needed

deft cape
#

yep u got it

upbeat olive
#

nah i dont need spawn control

#

i already use hardcore mod

#

so it controls spawning

#

and events that can have masked etc

#

i use brutal company minus

#

with buffed spawns

deft cape
#

ah bet yeah 100% dont need meo then

#

alright so to anyone who's using MirageExperimental, i now have masked enemies spawn at a 15% chance for natural spawns (weights are internally calculated and modified to fit it). if you want to disable it, there's a config for disabling it, but it's on by default

to anyone who hasn't used the experimental build but wants to try it, don't worry about it being deprecated. it's only set to that to not have it show up in the TS search bar

light jacinth
deft cape
#

whats that behaviour like in the official mirage build? just curious

light jacinth
#

i consider the local voice volume to be perfect as is in official build

deft cape
#

but is it still louder than the other voices? im just wondering if it still has the same behaviour

solemn ridge
#

I will say sometimes in Experimental the voices seem a bit too loud

#

especially since I manually adjust volumes

deft cape
#

ill have to see how to make it match adjusted volumes for other people's voices

solemn ridge
#

Btw barch what did you change in the latest experimental update?

#

I tried asking earlier but got no answer

#

Lmfao

deft cape
#

oh what when'd u ask me LOL

#

i must've missed the ping

deft cape
#

i swear i mentioned this when i pinged u on ur server tho 😂

eternal bridge
#

what's the difference between the normal version and experimental version?

light jacinth
eternal bridge
#

aaahh

#

i assume once it get's fully perfected it'll just be assimilated into the main version

light jacinth
#

yes

#

if u want to give experimental a try make sure u allow deprecated mods to show in ur search

eternal bridge
#

i can still see ut

light jacinth
#

it’s been deprecated to hide it from normal users

eternal bridge
#

it doesn't appear deprecared to me

light jacinth
#

then u just have the normal version

#

MirageExperimental

clever knot
#

It is not deprecated

light jacinth
#

it’s been undeprecated?

clever knot
#

He probably forgot to put it as deprecated

#

or just choose to

deft cape
#

oh i forgot to deprecate it lmao oops

light jacinth
#

LOL

deft cape
#

but yea it's supposed to be deprecated to hide it from search so normal users dont end up using it

eternal bridge
#

qwbarch your mod is amazing

deft cape
#

thanks :D

eternal bridge
#

i have an idea that could be in experimental

#

maybe if a masked enemy actually has a mask their voice is slightly muffled

#

would kinda mess up things but its interesting in concept

deft cape
#

i could consider it in the future, probably wont do it anytime soon since i wanna go back to working on v2 soon

eternal bridge
#

s'all good

#

hey i got a question

#

has it been considered at all to play voicelines like.. in specific scenarios?

deft cape
#

planned in v2, check the pinned messages

eternal bridge
#

ah

#

maybe some sort of thingie that can tell what you're saying

#

would be kinda creepy to see a bracken shuffling away while saying "yo this way, follow me"

deft cape
#

yeah v2 will have voice recognition + machine learning to try to pick the best voicelines to play back

eternal bridge
#

niiiicee

clever knot
#

My friends actually thought this mod had voice recognition already lol

#

One said "Hello where are you"
Mimic said "Come here, there's loot"

#

was so funny to watch lmao

deft cape
#

lmaoo yeah coincidences like that are so funny

#

the goal with v2 is to make that more consistent

eternal bridge
#

oh also

#

have u considered enemies either attempting to talk to each other, or talking more when in close proximity to others? (to simulate players conversing)

deft cape
#

planned in v2 😂

eternal bridge
#

ag

#

aguh

#

you thought of everything

deft cape
#

with the current system being random, theres no point, but in v2, one of the goals is to make them able to converse with each other

#

well technically that's oeis, he's handling the machine learning part of v2

eternal bridge
#

would be so freaking epic to hear masked talking in the ship

deft cape
#

yeee for sure

eternal bridge
#

this has prolly been thought of but it would be nice if it could pick out voicelines relating to thinking someone is a mimic, so they say that you're fake

deft cape
#

u mean if someone asks "are you real" it'll respond appropriately? cuz in that case, that's planned

eternal bridge
#

no

#

the masked ask if players are real

deft cape
#

oh

#

well not really planned for now

#

we'll see

#

gonna have to make a bunch of adjustments along the way anyways

light jacinth
#

u mention voice recognition

#

is it gonna use loaforc’s thing?

#

i think it’s cool, but kinda inconvenient that everyone has to mess with their windows settings to enable voice recognition. wish it was automatic.

deft cape
#

users will have to install the cuda drivers though if they want better performance (nvidia only), since that's not something that can just be bundled

light jacinth
#

i’m an amd user 🥹

deft cape
#

it doesn't support amd sadly so amd users will have to just run off the cpu 😭

fiery hazel
#

rip amd users FPSs 😂

light jacinth
#

i got 16gb of vram that i think some ai models would appreciate 🥲 no cuda tho

light jacinth
deft cape
#

alright so for MirageExperimental users, i've pushed some changes:

  • Masked enemies are now capped at 2 when overriding the natural spawns
  • When you adjust other player's volumes, it now reflects in the mimicked voices as well
  • Added a config option called LocalPlayerVolume, which allows you to adjust the volume of voice mimics for the local player
    and if you're someone new looking to try the experimental build, you can safely ignore the fact that it's deprecated. it's only there to hide it from TS search
#

@light jacinth so for you, you'll probably want to try setting LocalPlayerVolume to 0.8 (the default is 1, and has to be a value of 0-1)

#

if this final experimental build works well, i'll probably be pushing it to the official mirage package soon

rain mountain
#

we played with experimental tonight and i still feel like the voices are a little off

deft cape
#

@rain mountain what do u think is missing? 😮

rain mountain
#

i feel like the filters may be wrong??? it sounds too clear to me

deft cape
#

ah wait for that i think the latest experimental build might fix it

#

one of the filters were disabled by default for whatever reason, and i re-enabled it

#

if u end up playing the latest experimental build, lmk how it is for u

rain mountain
#

for sure

light jacinth
#

i’ll check out the new experimental later and get u feedback

nova star
#

I might be able to play and test it out tonight if I'm good and do some school work first after the kids have dinner lol.

light jacinth
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👁️ 👁️

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wuz cooking?

deft cape
#

wait u noticed the push to experimental? 😂
latest version fixes a bug with the newly added LocalPlayerVolume option, it was being applied to every player rather than just the local player, and i accidentally synced the option to all players as well, which should be fixed now

nova star
#

Ohhh, I thought they were asking me what I was cooking lmao. I was like, probably just some mac n cheese lol

deft cape
#

oh LMAO could be

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i only thought sashimi was talking about the new version cuz i legit just pushed

nova star
#

I mean, that could be it too hahaha

light jacinth
#

oh yeah lmao i meant the new experimental 🤣 it does sound like i’m asking what’s for dinner given the context

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although u can’t go wrong with mac n cheese 😋

deft cape
#

how'd u even find the update that fast im curious

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it doesn't even show up on r2 yet LOL

light jacinth
#

once in a while i take a glance at #thunderstore-releases

deft cape
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ohhhhhhhhhhhh no wonder

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that some perfect timing

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😂

light jacinth
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it was

eternal bridge
deft cape
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unexpected tf2 👀

eternal bridge
deft cape
#

did anyone get the chance to try the new experimental build? if it's good, i'll probably be pushing it to the official package soon

tepid condor
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what add?

deft cape
#

for the experimental build? mainly changes with how the mimicked voices sound (it should actually sound identical to real voices now), as well as spawn control for masked enemies being added

tepid condor
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noice

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small idea prob wont be used since it always get any voice anytime, but if there are no voice lines it could play a random enemy sound effect

deft cape
#

personally not a fan of that sorry

#

so not planned

broken mango
#

So I'm able to use the experimental build then?

broken mango
#

Is there anything/issue I should be aware of experimental mirage?

deft cape
#

oh im probably gonna push the experimental changes to the official build soon

indigo cargo
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When returning to the main interface of the game, will the stored sound clips be cleared? I encountered a problem that when 10 players are online at the same time, after playing for a while, the game suddenly becomes sluggish. Even if the host returns to the main interface of the game and then enters the game again, it is still very sluggish. Checking the logs shows warnings about the Dissonance audio buffer, indicating that very late data packets have been received. In addition, there are warnings that the audio heap has become very large.

deft cape
#

changes are looking good to me

deft cape
#

but to answer about when sound clips are deleted, by default it's only deleted when closing the game i believe

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you can turn an option on that deletes them every round (when pulling the lever)

indigo cargo
autumn glen
autumn glen
#

me when I'm blind

lofty sorrel
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Mfw

autumn glen
deft cape
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oh i'll be pushing it to the official build soon anyways, everything is working well when i tested it

#

so not technically experimental anymore

lofty sorrel
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If a mad scientist releases their mutant from its growth tube, does it stop being an experiment?

deft cape
#

if that mutant is their end goal, that's a feature 😎

autumn glen
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qwbarch ^

deft cape
broken mango
#

With this new version-

Can I select what modded enemies can speak?

Or is that feature still WIP?

deft cape
#

that wont come till v2

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so it'll be awhile

broken mango
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ah okay

deft cape
#

Mirage v1.3.0 is released:

Note: This update removes a couple config entries in favour of new ones. You can safely ignore any orphaned config entries.

  • Removed the config entry AlwaysMuteLocalPlayer in favour of LocalPlayerVolume.
  • Removed the config entry EnableNaturalSpawn as it only made sense to have in the past.
  • Added the config entry LocalPlayerVolume.
    • Allows you to adjust the playback volume for voice mimics of the local player.
    • Value must be between 0-1.
    • Default is set to 1.
    • This config entry is not synced to other players, as it's personal preference on what volume you want for your own "mimics".
  • Added the config entry EnableOverrideSpawnChance, which allows you to enable/disable the OverrideSpawnChance config.
    • Default is set to true.
    • If you want to use a different spawn control mod (such as LethalQuantities), simply set this to false.
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  • Added the config entry OverrideSpawnChance, allowing you to control how often masked enemies should spawn.
    • Value must be between 0-100 (as it's a percentage).
    • Default is set to 15.
    • Not to be confused with spawn weights. This will internally calculate the spawn weights for each moon to fit the desired percentage.
    • This will overwrite the spawn weights set by LethalQuantities and LethalLevelLoader. If you want to use those mods for spawn control, set EnableOverrideSpawnChance to false.
    • Masked enemies spawn this way is capped at 2 (this counter is not shared with the SpawnOnPlayerDeath feature).
  • Mimicking voices should actually sound like real player voices now.
    • This was previously attempted by imitating all the settings/filters that dissonance uses.
    • This is now replaced by using what dissonance uses internally.
  • Enemies that mimic non-player voices now adjust playback volume, if the mimicking player's volume has been adjusted.
  • Re-added support for LobbyCompatibility.
  • ImitationMode is now set to NoRepeat by default, to provide a better experience right out of the box.
broken mango
#

EPIC

deft cape
#

so unless any new issues arise with the new update, i probably won't be doing anything for v1 anymore

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gonna go back to working on v2 again finally

dark brook
#

ooohhh cool

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found a bug today with lgu's interns if you get turned into a masked

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if that happens the masked cant kill anyone

deft cape
#

oh i didn't know lgu touches masked enemies

dark brook
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it doesnt, interns spawns you back into the game if you die

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sooooooo

#

that happens

dark brook
#

and apparently the masked doesnt despawn

deft cape
#

sounds like something lgu would have to fix since mirage doesn't have any custom ai logic

dark brook
#

yeah imma report that to them

deft cape
#

ah bet

lilac saffron
light jacinth
#

the same masked that killed you will become unable to kill you again afterwards. pretty sure it’s a bug from vanilla. reproducible by becoming invincible with dev mode and letting a masked attack you. that same masked can’t do anything to you (and maybe others? hadn’t tested in multiplayer).

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so i guess reviving yourself with LGU interns kinda reproduces those conditions

solemn ridge
#

@deft cape Glad I could be a good beta tester for you 🫡 glad to finally see the changes get pushed to stable I'll remove Experimental from the pack

deft cape
#

ya thanks for running with experimental all this time 🥺

versed lichen
#

I dont have to regenerate my config right?

solemn ridge
#

Lmfao

solemn ridge
#

There will be some Orphean entries otherwise

deft cape
#

orphaned entries don't matter

#

it doesn't do anything

#

other than showing up in ur config

solemn ridge
#

Yeah it's just better to keep configs clean

versed lichen
#

ah ok I think I'll do it so I don't get confused

deft cape
#

you could just delete just the orphaned entries

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if you open up the file directly

versed lichen
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oh fr

deft cape
#

instead of regenerating the whole thing

solemn ridge
#

for me regenerating and setting up configs again is normal

deft cape
#

that sounds like a pain in the ass 😭

solemn ridge
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I mean

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It can be

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most of the times I only have to do small edits though

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so it's gucci

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😄

#

the amount of times I've regenerated the config for WeatherTweaks cus mrov breaks beta and I revert to stable

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😅

deft cape
#

imo the easiest is: just leave the orphaned entries there 😂

solemn ridge
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Eh I like to keep them removed just for safety measures if anything, sometimes configs do weird shit like how if you leave a config from a mod you've uninstalled it can cause weirdness lol

broken mango
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yes

deft cape
soft hollow
#

= maximum pain for me

#

how much of the configs do i have to redo

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fuck ill read

ivory mason
deft cape
#

u dont need to remake it if u dont want to

#

ive still been running with the orphaned config entries

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cuz im too lazy to redo anything

deft cape
#

if anything just delete the entries

soft hollow
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I always, clean my configs.

deft cape
#

u dont need to remake it

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like u dont need to delete ur config and make a new one

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just remove the orphaned ones

soft hollow
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nah

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Im that reverse lazy

deft cape
#

wtf

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bro wants to do extra work

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😭

light jacinth
#

that’s crazy

soft hollow
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Im the man who PHOTOSHOPS IN DAVINCI RESOLVE

light jacinth
#

this man isn’t sane

deft cape
#

fr 😭

deft cape
#

GOKU DRIP

deft cape
soft hollow
deft cape
#

LMFAOO it's so funny to see ur pov since i saw u actually stuck, looking like a msked enemy on lunxara's screen

clever knot
soft hollow
#

uh

#

Imma take a wild guess and say LCBetterClock

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Actually lied

clever knot
#

Yeah but there's no option for it to be shown while spectating

soft hollow
clever knot
#

Ah ok, thanks

#

Does this work with FPSSpectate?

light jacinth
#

he’s real and he’s bugged. real bugged.

lofty sorrel
#

Ummmmmm I died and became a Masked on the company ☝️ 🤓

#

@torpid arch Could you fix this bug pls thanks

eternal bridge
#

nooo

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we need this

#

its cool

deft cape
deft cape
deft cape
#

but if SpawnOnPlayerDeath spawns a masked enemy without a navmesh inside the company building, that's a bug for sure

lofty sorrel
deft cape
#

the "only when alone" thing is a vanilla value, so my guess is that it's always returning true when you're in the company building

#

did it spawn and just stay stuck? i'm assuming it can't move without a nav mesh

lofty sorrel
#

Yeah stuck

deft cape
#

😭

#

i'll investigate one day™️

eternal bridge
solemn ridge
#

Gdi Barch