#Mirage
1 messages · Page 17 of 1
just wanted to confirm, this doesn't change where the masked can spawn does it? I don't want them to spawn outside of their vanilla moons
it does, it adds it to every moon. in your case since you don't want it on other moons, you'll want to set EnableOverrideSpawnChance to false to get the old behaviour (where mirage doesn't handle any spawn control)
gotcha, tyvm!
Probably yeah
only reason i havent done that is cuz not everyone uses SpawnOnPlayerDeath
i'll probably just separate it as its own mod in v2 tbh
I already added it 🤫 don't tell anyone
I love how Debby said "Danger" btw when I started yelling your name
her mimic knew
LOL
that mimic could smell it in the air
alright gonna start working on v2 again. i already had live voice recognition working, and oeis had working tests that learn from the phrases it gets fed, and tries to respond appropriately.
before we really start hooking them up together and testing it in game, quite a few changes will be needed to make it work with what we have planned.
i'm going to start a nearly complete rewrite of mirage to make it fit the technical requirements of v2 better
so does mirage work individually on everyone's computer or the host is doing the work?
like in terms of picking the voicelines and the frequency
host handles voiceline sync and frequency and request voiceline from clients?
each player holds its own audio, but the way it's synced is like this:
- if the host is sending audio, it directly sends it to all the other clients
- if a client is sending audio, it needs to send it to the host first before sending it to the other clients
oh wait i forgot to answer the part about picking voicelines and frequency but
since the voicelines are on each client, each client picks that themselves
for frequency, each client also handles that for now in v1
but in v2 the host will be the one deciding the timings
For some reason
All my Mirage Masks have attitude
And I don't like thier tone of voice
Lmao "If you drop me that shovel there's a chance I can probably get you a shotgun in return" might have been one of the best lines your mimics said
That nutcracker was cracked at fortnite
lmao send a clip i gotta see that
Nothing I could do he Call of Duty dropshotted me
Lmao I was gonna go inside and bonk it
then Fog
XD
I was like "Welp time to go"
that nutcracker prob cranks 90s in its sleep
thanks for the explanation. very interesting learning a bit about the inner workings.
actually cranking 90 degrees
for sure, if ur ever curious about anything else i'd be happy to explain 😄
we like fortnite
good luck on getting that ai stuff working. hope its not too hard on my cpu.
i wish cuda wasn't nvidia only 😭 😭 😭
Dont have that nutcracker clip
But
I do have my Great Asset Employee Senses Tingling
Watch I alone. something something honored. and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
i demote you

i remember one game someone put a cat on the lever and i was trying to start the ship to get away from the dogs outside....
the cat ruined everything 🥹
Lmao the desync from TME 2.0.8 there
When we respawned
someone's been neglecting those cats 😔 no pets
lmao
Watch Frame Perfect Locker Dodge and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
No clue how I lived
What interior is that?
Yeah when The Locker charges properly it's pretty intense tbh
the jukes!
Didn't know they had one! will have to check it out
Yeah it's their new interior for Sector-0 but it fits Triskelion perfectly as well
Btw rejoice, you won't join to see floating shovels anymore
Cus we got rid of reserved slots
Lol
we've always had shovels on the normal hotbar and usually just use the reserved mods for walkies and flashlights
so instead of reserved slots
I set Hotbarplus to 6 slots
problem solved
XD
Maybe that'll fix your key issue too
LOL
that was funny asf
you were balancing it on your finger but for me you were stuck walking in place
finally
Im not crippled no more
but in that case did you add quickbinds for flashlight and walkie?
Yeah F in FlashlightFix, and WalkieUse to have the R binding
also yea
i should report that to flip
The way your body was inside of the ground after the game registered you were dead btw lol https://clips.twitch.tv/AlluringQuaintShingleStinkyCheese-QcQVkhr9RPOyGCAw
The funny thing was before I went inside you were in the ship for me, then I go in and you're just there walking in place
XD
That's why at first I thought you were a mimic
me yelling from beyond the 4th dimension
Ikr lol
flip just saw the clip from my pov
was so funny to see your pov mick, after seeing it live from lunxara's pov 😂
Yeah on my end he was just stuck there walking in his place and on his end he was yelling from the shadow realm lol
i honestly feel like its the universe getting back at me for that football clip
Haha probably
Love how it was after the first bonk too
I trust him
negative karma after betraying ur friend
should've took the deal
damn u already got mirage v2? thats crazy.
probably v3 😔
build from the future
Barch when are you going to push the Masked taming feature, where you can hire Masked to join your party
#1209275419505860719 u put on a drama mask and they'll be chill with u
https://clips.twitch.tv/ShyUglyCheetahSaltBae-PEhZhJT3K5-avJpb This might have been the funniest moment tn lol
That could not have been more perfectly timed
I watched as both of you run past the main entrance, get lost, explode, and die
Haha yeah I get lost so easily on the Hospital layout sometimes
Nah apparently he was targeted on Debby too cus she also looked at him
That's why
XD
OHHHHHHHHHH
If the voice clips spoken by entities would be matched and heard between clients simultaneously that'd be a big thing for me. If I understand correctly that's not currently the way.
As for voice rec and certainly AI/ML stuff.. I know you said you'll show restraint because not everyone has a CUDA GPU. But I worry about the mod getting resource intensive. I'm already running at half frames on my big modpack compared to my public modpack. (I might be able to improve this with configs and pruning but I don't need more than 80 FPS for lethal company anyway, it's practically in aesthetic to be low FPS. My PC isn't actually being thrashed, plenty more resources spare just need better threading)
But I will say that if the mod is getting heavy put some extra processing work on the host rather than clients because the arrangement generally will be of friends that the person with the markedly more powerful computer and internet will be hosting.
If the voice clips spoken by entities would be matched and heard between clients simultaneously that'd be a big thing for me.
that's indeed the goal for v2
But I worry about the mod getting resource intensive.
one of the goals will be to have non-cuda clients offload its work to clients that do support cuda, since cuda parallelizes extremely well so far in our tests.
for situations where players have to run the ai models via cpu and is making their fps suffer too much, they will have to unfortunately go back to using the random playback mode (basically v1)
plenty more resources spare just need better threading
mirage is plenty parallelized, but even with running the computations on the non-unity thread(s), you'll still probably suffer in fps.
good PCs are likely going to be fine even on cpu only (e.g. sashimi's specs looks like it'd be fine even on cpu only i think), but that's only speculation for now until we fully integrate the features and start doing some actual testing
Wait I thought voice clips are synced
They are . ,.
What’s this saying then
They can be desynced if you set this to true
Outside of this last update (which I have not tested) - I haven't had an instance of clips being unsynced . ,.
possibly because I ensure that setting is false 24/7
That’s been my experience too so I’m confused why he’s saying it’s not
he probably has latecompany, or this set to false and he closed down the lobby but then loaded it back up without leaving the game
remember, clips can't be in sync if everybody doesn't have it
although I wonder if that's a possible setting to consider @deft cape ?
Like, have a setting where every time the lever is pulled (Only when landing to the planet moon, not leaving) it tries to do a clip check from host to all clients - and if the host has clips/audio that the clients don't have, then it updates their audio with it?
and I guess to make it efficient/performance-quick, before trying to sync-check with players simply check the amount of clips they have
so it goes like (in code) "How many clips does Host have?" "Host: 91" "Client 1: 91 - Skip Sync Check".
cause the odds of the clip count being the same and being desynced seems improbable.
read this
pretty sure partial audio clips is sent on demand from a client. it’d be inefficient to sync the entire recordings between clients.
I'm assuming when reading that, that's when they're sending audio via. talking in game.
oh i thought truzzle was talking about v2
it's indeed sent on demand
When you stated "sending audio" is that not when the host is talking - then it makes a clip and sends it to clients?
not true, mirage works like spotify does, the audio is streamed over the network rather than it existing on both locations at once
sorry i'll continue explaining in a couple minutes, i was just focusing on something so i wanna finish it first
so the desyncing of never-delete-recordings ... happens how?
is that something you’ve experienced?
I never set that to true so desyncing doesn't occur. It's something others have experienced and I swear qwbarch talk about themselves.
truzzle was asking about the new features of v2. currently v1 only records your voice. v2 will record, do voice recognition, and have an AI select situationally appropriate voicelines. he’s concerned about the performance impact and asking about that.
there is no desyncs, if there's ever any desyncs then that's a bug
"If the voice clips spoken by entities would be matched and heard between clients simultaneously that'd be a big thing for me. If I understand correctly that's not currently the way."
They're stating the clips aren't in sync
well if you say it like that, yes technically it sends the audio clip to other clients
that's just me misunderstanding their question then, if they're not talking about v2
ok so hold up. I have 2 people, Person A and B. If I play with A and get clips of them for 6 days - then close the game (both of the ignoring options set to true) - load it back up and play with B for 6 days, will B ever hear A?
@blazing pilot if you were talking about v1's audio syncing, then it's already synced and doesn't run on the gpu, it's pretty lightweight
each player holds their own audio. so as long as they still hold their own audio clips, the other players will hear it
Where the hell have I heard on the damn grapevine that-that is not how it's done =- =
wdym 😮
I took an understanding that if the player isn't there when the clip is created and sent
when it tries to play the audio - that player can't play the audio so it doesn't play the same sound
well it is sent, every time the audio needs to be played that is
you'll never run into desync issues if there is no local audio file to look for 😉
I wonder how much of an impact this is if there's like 20-30 creatures all causing different... ... wait so
how does client send it to host?
network magic
like - are the creatures not going through the host's sounds?
how does it determine who it's taking sound files from, assuming everyone came from different lobbies and they all set the settings true
during my tests, most of the overhead is from the entities itself
whether audio networking was there or not, the biggest performance penalty was just from having that many enemies existing at once
imma point my finger at the host since they need to be the central point that keeps everyone in sync
the same way hosts send it to clients 😛
for client -> other non-host clients, it needs to send it to the host, which then sends it to other clients
oh yeh I won't state this will ever be the biggest performance issue - but if I'm understanding how this system works, it sounds like it's not a light tax
it's pretty light actually, audio streaming doesn't require much
especially when the audio is compressed
ok but... let's say I'm not host and I join your game. and I have Player A and B audio you never were a part of. If I join you - do you ever hear them?
hold on let me answer ur other question first
This is basically the same as the previous message, just a rephrasing
how does it determine who it's taking sound files from, assuming everyone came from different lobbies and they all set the settings true
each monster that's mimicking a player will have that player's client send its audio to other clients. and since a player only has their own audio, no matter which lobby it came from, it'll still be audio from themselves
you'll always be able to hear each other, since again, each player holds their own audio, and is streamed every time it's needed
who is that player's?
the player that the enemy is mimicking
ok but if it's not a mimic masked,.... heck - how do I bloody question this =w='
well internally each monster is still "mimicking" a player no matter which monster it is
ok but every monster is controlled and calculated via. the Host
e.g. if you enable voice mimicking on spiders and spawn a spider, look at the console and you'll see it's mimicking a player
Player A will stream a portion of the audio to the Host
^
no one else is storing ur recordings
part of the reason for not storing other player's recordings is also privacy reasons
this is harder to question than I thought 😓
I'm not getting an answer to my chain of questions that helps me figure out how the hell this system works with recordings that never get deleted
I'm failing to question though.
i'm not sure i even understand what you're misunderstanding still 😅
I gotta do like... a chain of small questions
do u mind if u ask me tmrw actually
it's like 5:45am and i gotta wake up a bit earlier tmrw
or just write up your questions
yeh it's same time here, but I woke up recently -w -
and i'll answer tmrw when im home (wont be answering right away when i wake up cuz im gonna be heading out)
but yeah just leave a list of questions or whatever and i'll write some replies when i'm able to
I can't really put a list of questions, since the chain needs the previous answered to figure out what the hecc I'm trying to understand -w -'
ah
yeah feel free to msg me whenever u got time
here's me thinkin' I had an understanding of how this mod works, 'n in applying knowledge I thought was bloody accurate given what I heard - now I see this darn mod functions outside of what I thought would be how it worked =w=...
(╯°□°)╯︵ ┻━┻
Could've let me live in this false info bubble, because now I'm so bloody confused - u-
not only that- how the hell is desync even a talk with this mod given what I just heard here
most of this makes no sense atm (╯°□°)╯︵ ┻━┻
i think ur previous assumptions are holding u back in understanding it better
i haven’t heard anyone bring up desync so i’m confused
we literally got one right there! >->
where this whole heckin' thing started off of
but they're not the first
and when I'm trying to search through messages, I swear qwbarch talked about how it will desync if someone has that setting to true 'n has files elsewhere
uh oh
but now that's conflicted in my head, and I don't understand how the client works with that to host
hecking heck.
i know what’s going on
the mandela effect 👻
I've tried my best to separate their functionality entirely
Host is the central server.
Enemy AI, Dungeon Generation, Scrap Spawn, Enemy Spawn, Player Inventory Etc..
Basically the ENTIRE true game world is handled by the Host and lives on the Host. It keeps track of all the game states.
Clients need to talk to the host to basically get an exact copy of this world on their computer. When everyone is copying this world in real-time, you’ve essentially got multiplayer.
Mirage on everyone’s computer is recording their audio onto their own local file.
I believe Mirage on the Host does the important job of deciding mimic frequency, selecting which client will get mimicked, and syncing this between ALL the clients.
When an enemy in random intervals between 20-40 seconds decides to mimic. The host will randomly select a client and then request the client for audio. The client will receive the request and then they will randomly pick an audio clip from their locally stored recordings file to stream to the host. The host will re-stream this audio clip for all clients to hear. The streaming is probably similar to the ingame voice chat. Probably uses the same thing honestly.
This way you’ll only hear audio clips from the current people in your lobby because if they’re not there, then they’re unable to stream their audio clips to the host. Literally impossible to hear them if they ain’t there.
Also because audio clips are being streamed in real-time. Desyncs are unlikely to be a persistent issue. Any sort of desync would most likely be an internet-related issue. But then you’d have bigger problems than Mirage desync at that point.
Now let’s address the topic of the locally stored recordings file.
We have some config options that address how the deletion is handled.
DeleteRecordingsPerRound (default value: false)
True = Clears the recordings file in between rounds
False = Clears the recordings file upon closing the game
IgnoreRecordingsDeletion (default value: false)
True = Never clear the recordings file.. ever
False = Recordings file will always get cleared in some way
If you were to set IgnoreRecordingsDeletion to true, what should theoretically happen is that your recordings file will continue to store more audio clips no matter what. Even after multiple rounds or even closing the game.. You would still retain those recordings and it will be used in future games.
This is my explanation from my understanding of the mod.
I’m probably incorrect on certain things since it’s not like I made the thing. qwbarch can chime in and correct me after he wakes up later.
Mirage on everyone’s computer is recording their audio onto their own local file.
I believe Mirage on the Host does the important job of deciding mimic frequency, selecting which client will get mimicked, and syncing this between ALL the clients.
When an enemy in random intervals between 20-40 seconds decides to mimic. The host will randomly select a client and then request the client for audio. The client will receive the request and then they will randomly pick an audio clip from their locally stored recordings file to stream to the host. The host will re-stream this audio clip for all clients to hear. The streaming is probably similar to the ingame voice chat. Probably uses the same thing honestly.
That bit
is very important to state
the mod should clearly state that, because that is an impressive system of audio syncing . ,.
The host selects a client, which could be the host themselves(?), and then proceed to choose an audio that then gets given to everyone else if they do or don't have it
THAT answers what the hell I was questioning =w=
I hope the deletion part addresses your question earlier.
oh I know how the settings of the configs work, but I just don't get how it decides who plays what
is it just entirely RNG?
Host just goes "Eh, Player 3 - gib audio"
then player 3's PC finds an audio to play, sends it to the rest, and it plays
Player 3 randomly pick audio to gib
Technically not 100% random now that we’re using NoRepeat.. Check to makes sure clip has been used before.
well yeah-yeah-yeah, aside from that
assuming that part doesn't matter
RNG chooses a client, which could be the host, which then asks the client of an audio file for it to play, then it gives it to the rest
a part of me won't accept that that won't cause some sort of performance issue with a lot of entities if they all can play audio files... but if that causes a performance drop, your PC probably isn't handling the rest of the mods (if there are others) well either
although this is me assuming the way this saves is as files
and a hard drive (especially not defrag'd) will probably suffer trying to get from file 1 to 98
but they stated somethin' to do with memory no?
yeah there actually was people having issues from slow hard drive actually. i forgot about that. i was thinking more in terms of cpu.
but qwbarch addressed that issue in some of his more recent patch
oh pish posh, I don't think a single mod here in the server struggles the CPU or GPU. I dare say it's literal loading of files 'n the basegame that hits the hardest
I don't think a single mod out here has harmed PCs harder than basegame Bracken pathfinding
LCVR + LethalCasino = GPU sweat
I mean-.... that's VR
I know Casino is like half of the game's size uncompressed
but VR also is taxing since you're basically rendering 2 monitors
and from the sound of what qwbarch have in plan for v2 mirage.. could be lil more tough on the cpu/gpu
I can't wait for the new shit
real-time voice recognition and AI to select situationally appropriate audio clips
enemy ai is not always handled by the host and i dont think the player inventory is either ;3
thanks for clarification
how could the ai be handled by a client?
or i guess a better question would be- what AI (mod or not) is handled by the client? . ,.
I come from the mindset that the host - is the "host". Is the server. All calculations, anticheat functionality, inventory logic as to where things are and aren't, all handled by them. Like hosting a minecraft server or somethin' . ,.
most of the time its by the person the ai is currently targeting
so if a thumper is chasing youre the one calculating it
huh that’s interesting
hm.. ... that would explain how desync fights are possible.
where I witness people hit thumpers or enemies way out of range
and yet on their screen they're fighting it
who’s handling the AI prior to that?
the host by default
roaming AI probably is host
am I wrong to state
that-that system, whilst considerate to lag compensating... sounds like it can cause a whole lot more issues?
uhh i think itd be the last person to calculate it
so if I'm the last one to interact with a nutcracker, and then I use a program to slow my CPU to a crawl - and the nutcracker is in sentry mode... could I theoretically just have it do the slowest scanning of employees?
heres a screenshot from base game code, where you can see the player who was getting chased but lost the thumper checks if another player is in view range and transfers calculation to them
no but you could use a mod
that’s actually cool
ChangeOwnershipOfEnemy - oh god
I mean it's cool as fuck to see the workings of AI calculation apparently being transferred
if the player has really laggy internet, wouldn’t that affect the enemy?
but I feel as if that goes against how servers worked in the past 🤣 ...
yeah for other players
trippy
i think helldivers 2 does it for their stuff, its not that uncommon for peer to peer (p2p) games (no actual dedicated server only client/host)
I'm thinking of like, Gunfire for example
even though it's p2p
if the host lags out - you shooting the enemy doesn't continue damage and the enemy is locked up
but it also allows all damage you've hit - assuming it is hitscan - to count
but the Ai still moves and shoots to what the host sees
this system looks like it transfers like - the positioning, detection, etc to whoever last interacts with it
I swear that sounds like it's a pot waiting to cause issues somewhere down the line
although actually- do hygro's have that AI stuff too?
yes, its why im not doing it for my enemy mod (which is why i know all this :3)
probably
because I've had numerous instances where my teammates are just
faffing about with my body, loot, etc - while they're both atop of a blob
the blob on MY screen, the host's screen, is under both their feet but they don't see it nor take damage
but the blob does exist for them, just not where they see it
the game wastes so much network bandwith to just syncing the state of the enemy it would be more performant to just leave it on the host end and ask the person with beefiest computer to host
how many other games work =3=
Just let the host do all of it
I won't lie in stating it's cool
but I also will state it sounds like hell code-wise for shit to go south
its an approach that def has benefits, but i think for modding most modders shouldn't go that route
makes networking so much harder to deal with
I guess like
in one instance right
Herobrine or Ghost Girl
that system sounds perfect
you don't want the host to care about it, you want the one it's targetting to be the one calculating
yeah see thats a good case
cause it's instantkill, etc
I guess like.. coilhead too
'n nutcracker to ensure scanning is accurate...
although i bet you 100% lethal company is still calling the function to sync its position for everybod
'n thumper so you get caught cause it sees..
ok- you know, that AI transfer system thingy is smart in ... most enemy cases =w='
but... still
hmmph -w -
BWAHHAHA IT IS
but how the hell does that make sense then
because then the blobs should sync up in positioning
which the blobs don't sync up on my end to my clients . ,.
maybe blobs are unique
truzzle boutta drop a big one
only desync i think could happen is here in fixedupdate because of the use of Time.deltaTime which is attached to your personal framerate but calling the sync position function should fix that anyway
i really wanna see what he’s typing, but imma hit the sack. 😔 good night y’all.
hmm but maybe that slight variation in everybody's framerate adds up over time, considering this is being applied to the bones, which i dont think get synced
Lool never sweat what I'm rambling about. Actually many of my ponderings and questions have been answered by ya'll and I wasn't exactly concentrating. But I've gotta do more reading too. And now I'm busy until tomorrow.
I had to dig through some history of images- -w-
I remembered I took an image of it to show them before
yeah seems like its moving the bones but not syncing those correctly
also oddly enough
the blobs seem to move items
I think that has to do with starlancer Ai fix maybe
I don't know who the hecc made that a thing
but I would love to know what mod is making the blob put items inside itself
I haven't read through all of the essay that's been sent since this so maybe this has already been answered, but the only intended feature that could be misconstrued as desync is when your own voice is muted in the config. If you don't know this is how it's been set, it might be jarring when a friend says they heard your voice and you hear nothing
I would assume people didn't see that as desync when they talk about "desync". . _.
at least... I hope so ., .
Well when they don't know it's happening, it might be confused for desync
unlike the convoluted system of how it pulls audio - that is defined in the literal config
people just need to read a config to learn that o, o
btw- the config description for that has changed like 4 times
I could tell when I regenerate and compare configs
The damn wording on it needs to change so often cause people don't get what it meant 😅
Tbh it'd probably be more understandable if the config setting was just "Hear Yourself When Alive"
as that's what it basically is
or.. like... "Hear Yourself", and the config options are "Both" "Alive" "Dead" "Neither"
eh even then that's.... hm... 🤔
Curse the nature of most humans hating their own voice
You fucking lifesaver.
I'm disabling that asap, but also - why the hecc does this function desync so often?
I see items on MY end pulled by blob, but my teammates pick em up elsewhere
function really needs like... a few more hammers
does anyone know why the masked sometime just hug you without killing u
i have mirage, MEOF, and maskedairevamp
they didnt even try to grab
just bumpin
Chaos said he's gonna fix it for the upcoming update, the feature of them taking items works properly the issue is that when you take it it gets stuck to them basically wherever you try to drop it
It just teleports back to them
the issue with em too is that it's way too fuckin' dangerous <-<
when it's desync'd - teammates can pick em up calmly
but if you see in teh blob, you can't rid it
I use the SCP999 mod
i thought "smack em with a shovel", or "play music"
would get them to drop it
but when a blob takes it - your only way of getting it is like... getting on a railing
isn't scp 999 the friendly thing?
Mhm
makes it cute
yea it doesnt happen all the time, just randomly decided to say hi and tag along
I forgot the lore of 999
https://thunderstore.io/c/lethal-company/p/TestAccount666/RandomSlimeColor/ This will allow them to all be different colors
Oh yeah
Instead of it always being the same
SCP-999 was used on 682 once.
i need to get rid of diversity cuz its randomly spamming errors with the playerrevamp
It doesn't do anything the errors are ignorable
like for a whole 2 hour it just spit out the error
If you're really worried about it
the playerrevamp I noticed spammed less errors when AC was gone... 😅
Disable the conditions
i did, or do i have to disable individually
just setting the conditions thing to false should disable em all right?
It will still have the hud elements pop up though
which might be the cause for the error maybe?
yeh
try setting each condition to false too
which, btw
Diversity honestly keeps popping up in my damn "ffs" list of "what the hell is causing THIS?" often now that I mention this- Bleeding... is quite ridiculous
First it was bleeding - which btw, if you ever wonder why you bleed a literal swimming pool of blood, it's diversity
Even when you take no damage... bleeding can affect you.
Learned that the hard way with AC bulletproof vest and damage reduction from a turret
'n then it's the damn concussion
and now it's blob
(╯°□°)╯︵ ┻━┻
can’t wait for qwbarch to see 100+ messages in here
I will give myself a pass on not realizing it's diversity, because they don't even say the damn change they do to the blob on the config or readme home page <.<'
(╯°□°)╯︵ ┻━┻
(also, fyi-... it's "Hygrodere" -w -)
that happened to me but with the puffer nstead of blob lol
-w -
I wonder if anyone pointed that out to them
I think that's their internal name for it but not sure
i guess I could check- checking rn..
I used to think it was Hydrogere
Blob has such a weird name
Tis apparently just "Blob"
I'd ask why they won't just Ctrl+F and replace all "Hydro" to "Hygro"
but the last time I asked that about a different game using a stupid name
rest of my friends kept telling me "that'd break things"
-w -
Bruh I just noticed it's Hygro
always thought it was Hydrogene
I don't correct people on it tho - especially when playin' with em cause.. like...
It's a name that fits really well
I call the damn hoarder bugs "Loot bugs"
blame my near-thousand hours of DRG
2* thousand
Yeah I just call them slimes tbf lol
And for the hoarding bug i call them the Yippees
heard that before lol
Hey, can anyone please tell me what is the name of the mod that changes the weather during the day? thx.
A few mods could do that- depends on how it was done.
huh-
first off, their key holding is so janky-
(get.... get it? Jan...key)
anyways-, what mod caused that "weather forecast"... hm
I'm thinking maybe some... like... crowd control or command-type mod?
i remember the time when this used to be a Mirage thread 🥹
niceee finally got it done properly this time 😂
that's #1203871322841808906
see if disabling MaskedAIRevamp fixes it maybe? mirage and meof doesn't change the AI in any way. if disabling MaskedAIRevamp doesn't work, then im not sure what could be causing it
I actually looked at a mimic and was sooo confused the only thing that gave it away was the flashlight open in broad daylight
you're right, a lot of the names in the config didn't have much thought into it, it was named based on how it functions rather than how a user would think of it.
i plan on changing most of the config in v2, just don't want to do it yet because i'm not a fan of doing breaking changes for the config unless there's a major version change.
(this latest update was an exception since i introduced new config options that were just more versatile versions of the old ones)
😂 😂 😂
just wait till v2 comes out
i do wonder if this is what people means by a desync as well, cuz with the way mirage works, a desync shouldn't even by possible (for which voices it plays that is)
so the next time someone thinks it's desynced for them, i'll ask if they have that config option on
I have it on purpose to make people paranoid-
lol
i only have use maskairevamp for this 🤔
@deft cape so the only when alone feature is definitely broken
I had a dead body on the ship and it vanished and got resurrected as a mimic somewhere
dead body resurrecting isnt mirage tho
yea
it only comes back to life as soon as u die
if a dead body is coming back it's another mod
Could the body be being removed as a Masked of that player spawns naturally?
on as in players can't hear their own voice until they're dead right
not too sure what you mean. if SpawnOnPlayerDeath succeeds and spawns a masked enemy, its body will be gone since the vanilla game just works like that, and if it fails, a regular body gets spawned as usual
im not too sure what it does tbh. imo best way to see if it is the issue is to just disable it, and if the bug is still there, you've at least ruled that out as a potential issue
And question-
Should I keep the masked having it's mask and arms out?
Since basically I made them just spawn naturally on the moons they appear in-
And I want to keep it vanilla and have people be spooked-
if you want it to be just like vanilla, yeah, keep the mask texture and arms out enabled
k-
Mostly I want people to get confused as they see them in the fog/snow storm
I mean if a Masked spawns naturally, and is mimicking a player that has died, will the dead player's body then be removed as the new Masked is spawned naturally. Just probing for whatever might be causing Lunxara's problem
oh nope natural spawns are completely independent
well lunxara's thing doesn't sound like a mirage thing anyways
yea
i personally dont find the mask texture and arms out animation scary, but i do remember a youtuber who made a video about mirage talking about how for them personally, if it looks like a player it doesn't scare them
so i certainly see the appeal in it
I'm feeling evil-
I'm reactivating the spawn on death and make it rare cause I'm evil-
And diversity makes things super dark-
imo if you want that spawn on death to be scarier (especially since it's set to a very low chance for you anyways, im assuming at least), is to set SpawnOnlyWhenPlayerAlone to false, so your friends witness someone coming back alive in real time 😎
ooo
with SpawnOnlyWhenPlayerAlone set to true, you'll never see someone coming back to life usually since if you're close enough to see them, it'll prevent the masked enemy from spawning
with it set to false, as long as the SpawnOnPlayerDeath rng passes, the player will immediately come to life
i prefer playing with SpawnOnlyWhenPlayerAlone set to false, but i set it to true as the default since most people hate the SpawnOnPlayerDeath mechanic
No one makes a living at The Company. The only make Quota.
An original song by Random Encounters.
A huge shout-out to the ever-amazing Raymy Krumrei! Catch more of him here ➤ https://www.raymykrumrei.com/
APPLE MUSIC ➤ https://music.apple.com/us/album/meet-the-quota-a-lethal-company-song-feat-raymy-krumrei/1735698290
AMAZON ➤ https://amazon.co...
So hypedddd
when i saw the missing $5, i just assumed he was gonna kill the other guy lmfao
turns out it was a mask
its not about scare for me about the masked its about trust issues 
LOL true
sometimes me and my friend would just act out as masked and without the mask and hands up its easier to do that
yeah for sure
if you still have the mask texture and hands up animation enabled, you can instantly tell a player is just pretending 😭
tecccchnically there's still some instances of this, i didn't notice there were some blocking methods that i used, but it's kinda hard to find every instance of it
i'm doing a complete rewrite anyways so it'll be easier for me to test for any performance issues for each step of it
a hard drive will take time to retrieve it yes, but it doesn't matter since it's not done from the unity thread.
if it was done from the unity thread, it'd cause the game to hang until it's done loading the file.
if it's done from a different thread (which is how mirage does it), the game will just do its thing until the file is ready
i haven't changed the logic for that at all so it might just be a rare bug
either way i'll be complely rewriting that part so in the future it shouldn't be possible
noice
@light jacinth looks like ur explanation is more or less on point (for mirage at least, bongo clarified how it works for LC itself).
although only difference right now is, in v1 it works like this:
- the timings (delay between each voice mimic attempt) are controlled by the player client that it mimics
in v2 it'll work exactly how you described it instead, where those timings are controlled on the host instead.
other than that, at least from my quick skim through, it looks like you've nailed how it works
the only reason it's controlled on each client right now is, well quite frankly i was being lazy
in v2 it'll be controlled by the host so that in public lobbies, a bad actor can't just locally change their delay to be incredibly low to spam the others with audio for example
a bit of an over simplification but some of the stuff i'm gonna do in v2 is to make mirage a bit better for public lobbies
wait so that's even more info
EACH client rolls chances?
I thought the host rolls - picks a client to then trigger their timer on making a sound play, picks a sound - that client streams the sound back to host which chains to the rest of the clients
well that's how it was supposed to work, and that's how it'll work on v2
not sure what you mean by rolling chances though
like you don't want 50 clips playing
so the (example) 5-10 second timer of a masked individual saying something
goes through, let's say it's 7 - and when the 7th second hits, it RNG rolls who it's gonna get the audio from
then picks the client, client's PC picks sound, sound then gets given to teh rest, sound plays at X second sync'd
it doesn't rng who it gets audio from
it's predetermined by which player the enemy is mimicking
so lets just ignorewhat i said here for now since that only applies to v1, and in v2 it'll work pretty much exactly how sashimi described it
explain in fortnite terms
WE LIKE FORTNITE
idk if this explanation will help but, lets say this scenario happens (this is how it will work in v2):
- an enemy picks player 2 to mimic their voice
- the host requests the player 2's client to pick a voice clip, which is then sent back to the host
- host then streams that audio to all the other clients
- host waits for 5-10 seconds (depending on the config)
- repeat again starting from step 2
now if you're curious how it's working in v1 though:
- an enemy picks player 2 to mimic their voice
- player 2's client picks a voice clip, which is sent to the host
- host then streams that audio to all other clients
- host waits for 5-10 seconds (depending on the config)
- repeat again starting from step 2
so in v1 it skips that step of the host controlling the timings, but in v2 it'll go back to the host controlling those timings like i originally intended it to, so it's more friendly for public lobbies
sorry if this explanation still isn't good enough, i've realized just how bad i am at explaining/describing things sometimes 😅
HOLY SHIT V50 BETA OUT Y'ALL
im gonna test if mirage works there, and if it doesn't ill make sure i have a v50 compatible update ready for when it launches
is there changelog?
oh idk i was just parroting the announcement, was just hyped 😂
yes, and i think you're getting confused because in the vanilla game, only masked enemies can mimic a player, but each enemy keeps track of who they mimic regardless of whether or not it's a masked enemy
it's as simple as defining your own variable afterall
I guess I assumed Skinwalker mechanics
if you want to confirm for yourself, you could go into a game and spawn a baboon hawk or something, and listen to it talk a couple times
I never actually noticed that in all my time playing that the enemy consistently uses the same voice
it'll always mimic the same player
That's somethin' that flew over my head
the only one that might change is the dress girl
since dress girl can change who it haunts
and i didn't want the dress girl to mimic the player it's haunting
omg
but only the haunted player can hear the dress girl anyways
Let the games begin.
im so hyped for v50
gotta make advanced usage of mirage for girl now obviously
but anyways, this probably isn't planned sadly
or if i ever do it, it'll be very low priority and is something i'd do much later down the line
cuz my priority rn will always to be to get v2 out
(well rn technically i gotta see if mirage is compatible with v50 first)
lets hope it doesnt break much
i dont get how the new enemy works 😢
this the new enemy right?
Need
im not even gonna try the new stuff out till i actually play it with others, just so i can have a more authentic experience
testing if mirage works in v50 and then back to v49 i go
yeah true
Oh shit what's that mod?
v50 beta
yep public
Yes
alright mirage is compatible with v50 PHEEEW
LETS FUCKING GOOOO
:steamhappy:
a part of me
wants to assume the audio can be put into some visualizing software
like it contains a hidden message or somethin'
could just be paranoia of sounds like that due to arg's n whatnot doing that kinda stuff
here I could ... possibly find an example
will probably be afk for like 2 hours, i'll take a look around then
You can make sound bites out of images to plant secrets. FNAF did it a lot
I'M TRYING TO FIND THE FNAF ONE
it'd be easier if matt didn't have like 200 fucking videos on Fnaf =w=
I can't even remember the game name
Which fnaf was the one on the PHONE
cause that one I think had the audio-to-image hidden stuff
apparently it's called "Steganography"
There's this one but idk what it's really supposed to be
omfg
Ultimate custom night
I give up trying to find it
-w-
Actually- i got 4 more vids to quickly check
I give up (╯°□°)╯︵ ┻━┻
idk what this even is 😭
sounds like some complicated "easter egg" stuff
There were easter eggs, a few in FNAF, that used audio
you had to convert the audio into an image
to see its true meaning
you usually can 'hear' that it's an audio-to-image thing
ah
cause the audio has cuts/crackles/spikes/unnatural-stuff
that sounds so damn complicated 😂
that's one of the easiest things the FNAF people figure out -w -
god damn that game was a lore hell
btw do u get how it works internally now, just curious if u still want any clarification for anything
Enemy spawns in. Enemy (via. host) picks Player to mimic. Player A is chosen. Player A (PC) gets given the unconscious role of timings and clips. Enemy mimics off of Player A's PC's calculations and files to pick. Even if an audio file that Player A has that Player B doesn't - B hears it because A sends it to host - who sends it to everyone else.
wait but then how does the mask ever mimic somebody that never joined the game?
I guess I don't have a full understanding
it can't, it can only mimic who's physically in the game
then how does it play audio from neverdeleted?
wait
are you telling me the neverdeleted stuff can only play if said player exists?
if this helps your understanding better: a player who dc's will no longer be available to stream audio to others, so enemies mimicking them will no longer have any audio to play
but the audio is saved on player A's PC
pretty much
if an enemy is mimicking player A, they have to be in the game to be able to stream it to others
So Player A could have Player F's audio - but because F doesn't exist in the game, those files never get touched?
player A will never store player F's audio
if player F streams audio to player A (like to every other client), it'll play it, and not keep the audio
yes
jesus christ...
that's why that config isn't synced
(╯°□°)╯︵ ┻━┻
it's personal preference
yea i plan on redoing the config completely
nope
omfg-
it acts like spotify basically
just streams the audio
if you go into the mirage folder, you'll find it only contains your own audio files for example
I give up
nope
I got food to attend to - my brain shuts off about this for the day
😂 😂
didn't read anything besides this one msg
but I def heard mimics using dc'd person's clips

that's... just not possible though
it the player isn't there it's not possible to send audio over to other clients
because they're just not there 😭
it's like this: if you're watching youtube and their servers stopped, would you still be able to stream that video? you can't since the server isn't serving you any data
mirage works the same way
Is it possible that another enemy used a clip
cause I'm dead certain I heard a dcd person
i would be able to watch the cached data
well ignoring that caching exists i suppose 😂
no clue, but it's definitely just not possible to stream from a player that isn't even in the game
well this is weird then lmao
idk what kind of witchcraft was performed for your game to magically have it work from a dc'd player 😂
maybe i should include a writeup somewhere, didnt know anyone was even interested about how it synced so i just never bothered to write about it
If the voice clips spoken by entities would be matched and heard between clients simultaneously that'd be a big thing for me. If I understand correctly that's not currently the way.
i just wanna make sure, when you said this part, were you referring to other players being able to hear your voice, while you're not able to hear your own voice?
if it is that, i might have to reconsider theMuteLocalPlayerVoicedefault so players can hear their own voice when they get mimicked by default
I should get back in the long thing I was writing but it's a mess.
It's entirely your choice based on the artistic and mechanical intent of the mod.
My preferred concept is that just a couple of entities parrot players to help trick then into demise. I don't see any immersive reason that a player should not hear their own voice unless what is actually happening is some kind of surreal mass hysteria. This mod doesn't seem linked to the insanity mechanic though. But I do like that it adds confusion for the player rather than effects on the playercharacter.
Affects?
you absolutely can hear your own voice though, just set MuteLocalPlayerVoice to false
it's on by default because for me personally, i think hearing my own voice makes it too obvious it's a fake (plus i just dont wanna hear my own voice)
but at this point im thinking of setting it to false by default because it seems like enough people have gotten confused by it
There's a cool insanity mod which adds a dummy player model wandering aimlessly around. If it said voice lines which were never your own that would be a use case I'd prefer not to hear my own voice ever. Similarly if say the your walkie was haunted by some insanity effect it entity.
I don't hate the sound of my own voice. I'm also not sure what must people are trying to get out of this and skinwalkers. I think it has more potential than just a gimmick to throw in your modpack and clip for YouTube shorts.
well for starters, have you seen the pinned message on what's planned for v2?
So I can't really comment about people getting "confused" by hearing their own like it's a bad thing
v2 should fix a lot of the problems that mirage v1 and skinwalkers shares, where playing random clips doesn't really do anything for deception after playing a little bit, since you get used to it fast
although im sure in v2 after people get used to it, there'll still be a lot of ways to figure out whether it's a fake or not, it should at least be a 1 up from how it currently is
Yeah I'm loving the V2 feature pitch. About people getting accustomed to mimic voices I think that's a mixture of the default of these mods just spouting lines from day one and every single enemy and people not taking time to consider if they want that/look at config... I pretty much just have masked doing it. Masked that are very popular to be modded so with these mods I have their spawn frequency a bit higher but even then the voice line mimicking less frequent.
Like again I can't imagine why someone would want the whole map to be yapping recordings and so I totally understand them getting unimmersed and annoyed by hearing their own voice, even others'. The good news for us fans is this seems to have driven you to the clever machine learning enhancement.
sadly both insanity mod and its fork were abandoned
Yes indeed. It still just about works but feels unfinished.
Like again I can't imagine why someone would want the whole map to be yapping recordings and so I totally understand them getting unimmersed and annoyed by hearing their own voice, even others. The good news is this seems to have driven you to the clever machine learning enhancement.
that's precisely why i originally only supported masked enemies, since i personally didn't see a point on having it work on other enemies, but a lot of people like it working for other enemies, and i might as well just add support for it since it didn't require any additional work for me to do
with getting accustomed to mimic voices, even if you only use it on masked enemies, you'll get used to them either way since the more you play, the more it becomes easier to know
e.g. right now if you just ask "are you real?" and they don't respond, it's either a fake, or your friend is trolling you
and with v2 that'll hopefully be much harder to tell
obviously without masked ai changes you'll still find them obvious when looking at them, so i hope to address that one day
Yeah it's not a harm that so many people want more goof if it can be added.
yeah it's all configurable anyways
i'd rather just add the option there and people can tailor the experience to however they want it to be like
but just from what you've mentioned and from others getting confused on why they can't hear their own voice, i guess i'll push an update that changes MuteLocalPlayerVoice to false by default
and probably make it mimic players slightly less random (like the NoRepeat option for ImitationMode)
and then i'll be back to working on v2 again
At the risk of opening a new can of worms I appreciate you saw my message in Siren Head but have you seen my message in Mimics
Someone was working on being able to hear "through" facility doors.
The game needs admittedly probably technically quite advanced audio muffling and curling around corners and through walls to richen it asap imo.
There could be a cheeky elegance to mimicking from a long distance and through doors.. making it plausible that "are you real" is not met with a response because they ran away or didn't hear.
oh didn't even realize that was you lmao
i'm not even sure how this would work tbh
I mean it doesn't much matter who it was : ) just a lofty community idea
is this for some sort of seamless dungeon mod?
someone just changed this back to true
i swear somebody is trolling on this doc 😭
How would hearing outside of facility work? I don't dev games but just just setting up some kind of audio recieving and emitting nodes?
Someone was able to achieve it with proximity hear walkie talkies which works walkies laying on the ground.
I'm sure the seamless dungeon person also intends to do it.
making it work for walkie talkies is really simple since you just have an audio source attached to the walkie talkie and make it 3d
transferring audio that comes from inside the dungeon to the door area is a bit different
i honestly have no clue how to approach that since i don't understand enough about unity
(i have 0 unity experience)
If people can set up excellently rendered visual portals (cams, mirrors, seamless) I'm sure audio is well within the technology, though audio streaming seems prickly
Likely even supported. But when I look up documentation on unity I don't understand the thing.
to me rendering another portion of the game in one area sounds like it'd be simpler than getting the audio right
i could be completely wrong though
as again i have no unity experience
it's simple until you try to implement and it starts making sounds inside of the ship's wall in orbit
Hmm hm filthy idea...
Snarefleas mimicking in a muffled voice "help me".
Which is raising the idea of specific enemies favoring specific phrases...
it doesn't even sound simple to me to begin with 😭
that's so rad
favouring specific phrases would require voice to text transcriptions, which means that'd at least have to be after v2
just a voice clip with snare flea effect
Yes of course
so you'd rush to help
Well I've convinced myself to enable mirage for fleas
Mirage for fleas rn just gives them away so I disabled it
that's certainly something i could look into in the future
im too lazy to pull up github to write it down though ngl
if u have a github acc can u make an issue with the suggestion there
I have. Will try to remember.
that's the same reason i think having it enabled for brackens is goofy
but a lot of people seem to like it on brackens for whatever reason 😂
It scared my friend to death once
Imagine it being in its tailing phase and it just says something
And you turn around
the other time it was tailing him and said something, and he just asked it what was up without even turning around lmao
for me that's what i dont like, since often when it's tailing me im not aware of it tailing me, so when i hear a voice, im like oh there's a bracken near me
whereas (because im a noob and im not always aware of my surroundings) i sometimes die to brackens because idk it's behind me
how about an option for enemies to only mimic people who’ve died alone?
oh yeah bet, I also have it turned off now
does anyone else remember that one bracken soundboard mimic clip
Yeah I thought if that too. I think it's a good one. A lot of design can go into this mod to make to deceptive and disruptive.
like for natural spawns?
why dying "alone" specifically?
nvm I actually have it
I guess for added confusion as you wouldn't know the mimic the voice was of a dead player for sure.
so that nobody knows they've died
because people wouldn’t know they’ve died
oh true
hmmmm
i'll add it to v2
while i could technically add it to v1 i just wanna focus on v2 more
been delaying progress on it too much
add to v2 👍
well i did originally have different plans on how enemies pick who to mimic
might be worth exploring my original idea (before i released mirage)
I dont think i’ve ever been more scared in this game than from a bracken mimicking a voice 😭
i prefer the incremental updates and would rather have that than waiting to release it all in v2 tbh
which is basically that it periodically checks for what players are nearby, and it tries to mimic a player that's not near the closest players for example
oooo
OK that is funny as fuck. But it raises another feature request... Only mimicking phrases that can be parse and verified as language... Well not strictly but if we get deep into what should be saying what when.. yeah it's a factor.
works well with snatching bracken lamo
well either way im not working on v1 much anymore and im doing a complete rewrite
i dont wanna maintain 2 versions rn
when i was talking about mimic i was referring to voice mimicking*
yeee i know
yeah.... I have a friend with a blue switch keyboard and if he dies his mimic sometimes does keyboard sounds lmao
so it's gonna be rewritten for the next update, Mirage?
for me it was when i got bamboozled by masked enemies the first couple times, and then i started getting used to them 😔
for v2? yea i decided to just completely rewrite the entire thing
that's fair
lmfao
every time we call masked mimics I'm pretty sure a puppy gets eaten
we just call them skinwalkers
in v2 there'll be a voice activity detector that won't just keep picking up keyboard sounds so if they're on voice activity, it won't only be recording typing noises anymore thankfully
I've been using a mod called ... Dissonance settings?? Which has multiple optional features for noise cancellation
Clackyboard users should be lawfully mandated to use push to talk in all games anyway.
does this dissonance settings mod modify how it sounds for everyone else? cuz if it does, im assuming it should change the microphone audio that mirage reads from as well (which is what im hoping for at least)
this is when skinwalkers was still being used but still actually got me so good
Honestly I don't know how it's made but I am certain that the two features for background noise cancellation run locally before you send the audio. I assume the options for bitrate slight increase just work too.
ngl I still wanna play modded-
But all my mods of course I have are gonan be broken for v50 (beta) rn-
besides mirage at least-
looks like the voice saved you if you ask me 😂
true good point
Probably but I don’t think I would’ve been as spooked if I just died
but yeah sucks that my immersive modpack isn't gonna work in v50 for a while-
Hopefully resonance gets updated with sounds and crap-
cause vanilla just isn't scary for me-
besides the || new large robots ||
yeah for large modpacks you'll probably have to stick to v49 for a bit until more mods get updated sadly
(or gotta drop a bunch)
can I check out the modpack?
hmmm sure though probably only works in v49 btw-
so here-
Also someone was having trouble with the code so idk if it's my modpack itself, a mod or thier computer-
018e9759-105c-a71c-5ffb-5bc8ebbce9d6
likely thunderstore
"i'm on the top" 💀 it sure wasnt lying
oh yeah i forgot to respond about this but, could you also make a github issue for a feature request about the siren head and mimics when you get the chance?
very likely i'll add support for these later on when v2 is out
@deft cape Mirage is partially broken for clients in v50
I boxxed a mimic, it wasn't dead and stuck in place for them
a person got grabbed and died to it
then got sent to the shadow realm
LOL
yw lol
That might not be a bug with Mirage but something else actually XD
Someone got killed by a dead eyeless dog
yeah i was just wondering that, but im gonna pull up the game anyways to see
since mirage doesn't affect the masked ai it's unlikely it would come from mirage
@solemn ridge can confirm it's not coming from mirage. i'm testing with just mirage right now and it works completely fine on 2 clients
kinda weird though, in v50 it seems like zeekers added a hitbox to dead masked enemy corpses, so i'm able to stand on top of them like this
Yeah it was KeepEnemyPower lol
It was funny watching a dead dog kill someone
it seems like mods that affects power level in general are broken
MEO is broken for the same reason i think
That's what MEO gets for touching them tbh
That shit always caused issues
Too many dogs spawning on Rend
😆
yeah finding about MEO doing that made me drop it entirely
not much of a reason to use MEO/MEOF while using mirage right now anyways, since mirage supports masked enemy spawn control now
main reason to use them is if you like the zombie apocalypse feature, as well as the name plate feature (which i heard is broken anyways)
I've got a few things to take care of first, but I should be able to get masked support out pretty soon.
LETS FUCKING GOOO
HOLYYYY SHIT THATS HYPE
IM FUCKING EXCITED
Wait so
Mirage has all the other functionality anyways??
well, besides adding the spawns to all moons
which tbf, yeah i am no longer a fan once i learned how to use LLL configs and LQ to just do stuff myself
ig i can just remove it from my pack then
well mirage supports cosmetics (or rather, the cosmetics supports masked enemies themselves), removes the mask textures, removes the arms-out animation, and has spawn control for masked enemies
so if you don't need any of the other features then mirage by itself is fine
mirage does support that in the latest update
ah yeah, i can remove it then
Thank you for doing this
I am actually more hyped for this than the v50 update lmao
same actually lmfao
Only things MEO has that Mirage doesn't are Apocalypse mode, which was experimental, nametags, which was experimental, and the mask being revealed when they attack
apocalypse mode is pretty niche anyways, the two main things i know people use are the nametags and the fading mask thing like u said
i plan on eventually supporting nametags, but probably not the fading mask thing
HomelessGinger is out of modding now anyways, so MEO will probably be hibernating
I don't think it's that amazing, lmao.
Can't wait to find that v50 breaks everything though. I haven't even looked at it yet.
Think of the clip potential
Biggest issue for mods rn is EnemyAI, which I assume your mod doesn't touch, so it might be fine
Ay, that's a relief.
i can't wait cuz i can finally use model replacements 🥺
how janky are terminal related mods rn?
Ive heard of them potentially causing problems once
did u just make that lmfao
A light gust of wind could topple the terminal tbh
it so is
Custom models are awesome
Mimics overall just dont have the same impact when its so easy to tell them apart
Theres also many really cursed and funny situations that can occur
like on its own its whatever, sure
Throw in mirage
Throw in some funny models like my buddy using neco arc or when using the touhou models
Throw in TooManyEmotes with the mimics doing emotes n stuff
And then its chaos
^ modelreplacementapi supporting masked enemies is something ive been waiting for, before i even started working on mirage
Are we gonna get support for masked enemies soon? 🥺
^
I hope the update is coming soon
Actually i should ask
@deft cape so, like, would you be able to add a feature maybe for masked to also have a chance to spawn and wear a random skin from the suit rack or whatever?
A generic mimic if you will, that will just use random voices or something
i'd be open to maybe add something like that in v2, but i'm just gonna focus solely on getting v2 done for now
feel free to drop a feature request as a github issue though so i dont forget about it
Alright! fair enough
holy fuck i forgot to change my readme after i changed the default once before, that probably caused confusion for people, whoops 😅
about to change it back anyways though so oh well
just heard the new voices, they do sound identical
so when you mentioned about it not being "low quality" enough, it really was because i forgot to enable one thing
glad it's finally 1:1
Mirage v1.3.1 is released:
- Enemies mimicking a player now picks at a slightly less random way to avoid mimicking the same player multiple times in a row.
MuteLocalPlayerVoiceis now set tofalseby default, due to users who are new to the mod being confused why they can't hear their mimicked voice.
just a super tiny update
now prepare to get users coming in asking the inverse
for what, making mimicking players more random?
highly doubt it since MEO's is less random, and i think it's better that way anyways
I notice Mirage seems to like spawning 2 of the same person when it spawns masked enemies
Instead of how MEO will have both be a different person lol
yea
fixed in the latest update
cuz before it was just random
and with rng, you can roll multiple of the same number in a row
now it's gonna be more like MEO
still not quite the same, but you should see less duplicates in a row
Pisses me off that Adobe products don't seem to be using my brand new amd graphics card, and some smaller games use CUDA for minor stuff. But Adobe doesn't even support AV1 and is overpriced so fk em.
NVIDIA successfully issue a cease and desist on this project last I heard but I don't know AMD was shadow funding it
Anyway, CUDA without buying corrupt Nvidia products. A guy can dream.
sadly the libraries that i use for v2 don't support that yet, i've already read about it but, v2 will still be nvidia only if you want to use your gpu for it 😔
Guess I'll just be running my stupid AMD CPU at 97c then 😎
😭 😭
AMD’s ROCm is their competitor to CUDA. But they really dropped the ball by not supporting it on more consumer hardware and OSes sooner like CUDA was long ago.
as a consumer i just hate this kind of tech is proprietary, just lucky that i happen to have an nvidia card so im not affected
glad something like zluda was made though
just hope it'll be picked up more often cuz i don't really see it anywhere
nah zluda is dead
It's not a fight they could win or even really compete in. They had to transition their graphics division from being ATI to current merge. The mostly professional/research/prosumer systems that CUDA isn't the kind of space where two options would thrive or the preeminent one might be dethroned.
plus amd stopped funding the project quite some time ago
i think they figured it wasnt gonna go anywhere
thats actually depressing
it would’ve just fed into a proprietary ecosystem they have no say in
welp 😔 it was kinda exciting when we first heard about it. but the dream is dead.
How that is not anti-compete I'll never know
is it possible to get some compatability for lethalphones, so just when hoarding bugs call you they mimic another players voice?
@deft cape
Hey there Barch.
I have a request for you. Mi6k was helping me optimize Shattered Company and had recommended that I use NameplateTweaks as it works wonders for bigger lobbies.
I have stopped using MEOF in favor of custom spawn Weights with Lethal Quantities. One of the features I lost however in MEOF is the inherited username on the Masked that helped confuse the approached player. I removed all player names to account for this.
However, it is not an ideal solution. Is there any way that Mirage could also have this feature?
Expanding on this request, is it possible when adding this feature to add compatibility with Nameplate Tweaks, so the config changes apply to the spawned masked Mirage as well?
I would be extremely grateful for this addition.
I shall now assume the begging position.
Heya just wanna say mirage worked really well for my group tonight. had a lot of funny mimic interactions where the mimic says something totally related to the situation were at.
Thanks for the hardwork 
what gonna be majors featurs ?
Ok, my bad, I went and saw your post on V2. Just one question, I have to admit I'm a bit sceptical about how well the learning and sentence "comprehension" thing works. Have you ever had conclusive results in your tests? And above all, will it work for languages other than English?
ty
i'd say your best bet is to stick with MEOF for now, until mirage has nameplates eventually in the future.
no guarantee if i'll add compat with nameplatetweaks though, i'll probably just do vanilla support since if i had to support every mod that does some changes, that'll be too much work for me 😅
glad it worked great for you!
being skeptical is fine, in fact it's probably better to have that mindset so you don't get disappointed it if it doesn't turn out how you expect it to work 😛
the tech is definitely there, and oeis has done a lot of tests with his part on attempting to respond with the best match (using text only), so i have a lot of faith on it doing well in v2.
we still haven't got it hooked up together in-game with voice recognition yet because he got injured recently, so he's probably taking a couple weeks off, but after that is when we'll see some actual results.
as for what languages it works on, for starters you can look here: https://huggingface.co/Systran/faster-whisper-base
(click on the 99 languages button to expand)
Thank for the responce ! Ill check this
ah fuck i just realized, for anyone who's previous looked at the languages, you'll need to make sure your language also shows up here: https://huggingface.co/sentence-transformers/paraphrase-multilingual-MiniLM-L12-v2
oof... i might have to make a message about this later and then pin it
No tagalog on that 2nd but its on the 1st link u said. what does it mean for that then? 🤔
needs to be on both for it to work in v2 sadly
oooooof the second one not supporting as many languages is gonna be a gatekeeper 😔
does this mod work in v50?
yes
ok
if u wanna see v50 compat for other mods
yep I was looking at that
lmfao
damn you scared me
To those who want to see if their language is compatible with Mirage v2, you'll want to make sure your language shows up on both of these lists (click on the languages button to expand):
https://huggingface.co/guillaumekln/faster-whisper-large-v2
https://huggingface.co/sentence-transformers/paraphrase-multilingual-MiniLM-L12-v2
If it only shows up on one but not the other, it'll sadly not be supported unless better models come out in the future
can a mod help me pin this please 🥺 (if you're here and you see this msg)
Hello, @deft cape, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
i feel bad for those who got baited with their language only showing up on one list 😔
also since i'm doing a complete rewrite in v2, i'm gonna start abstracting some of the parts away where it's not lethal company specific, so i can support other games
specifically i'll probably be adding mirage support for Content Warning
Get famous or die trying! Content Warning is a co-op horror game where you film spooky stuff with your friends to try and go viral. Squad up, customize your face with the ASCII face customiser, buy some gear and use the diving bell to go down to the Old World! Down there you’ll encounter scary physics-animated monsters, cursed relics and other a...
$7.79
a
thanks debby :D
You're welcome
LMFAOO
...does it have a mimic-type enemy?
