#Mirage

1 messages ยท Page 18 of 1

deft cape
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not sure, but even if it doesn't, might as well support all the other enemies

glossy aspen
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Can't wait until it's possible to hold a conversation with a masked.

thorn geode
deft cape
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although im likely gonna work on porting mirage over to the content warning game for a bit

deft cape
rain mountain
thorn geode
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need talkjustsu vs world cleave

vast canyon
thorn geode
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neat

deft cape
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the game looks really nice though

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like it's super polished

deft cape
thorn geode
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haven't even played it haha

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probably gonna stay focused on lc modding for portfolio reasons

deft cape
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ah bet

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same also doing it for portfolio reasons, but since mirage isn't too tied to a specific game for code, i'm lucky i can port it over if i want to

thorn geode
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Though if your modding in there and it seems like I might have sauce to spread on unity quirks those modders might need lmk

deft cape
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๐Ÿ‘€

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might as well send you the link fuck it

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up to u if u wanna join/stay

thorn geode
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fair

glossy aspen
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Update is out. I trust that these based Masked enjoyers will tell me of all game breaking bugs.

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Though I didn't find any in my play testing.

solemn ridge
deft cape
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THANK U BUNYA FOR ADDING MASKED SUPPORT ๐Ÿ™ ๐Ÿ™ ๐Ÿ™

torpid pecan
soft hollow
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LETS GOOOO!!!!!!!

solemn ridge
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XD

torpid pecan
deft cape
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FIREEEEE

deft cape
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content warning game spoilers: ||looks like the game already has built-in support for voice mimicking so there's no point on me porting mirage over to it, so i guess the good news is im putting all my time back to lethal company ๐Ÿ™||

solemn ridge
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If anything I think some of the monsters and stuff being ported over to LC would be good

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But the game itself doesn't interest me much

deft cape
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there's one thing i really want from content warning ported over to lethal company

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||the camera and view system is so much better than lethal company's scrap system||

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||if there's a lethal company mod that can make it focused on getting yourself into fun situations like content warning does, that'd be amazing||

deft cape
karmic night
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What other stuff will you work on with this project? It seems like a pretty close to finish mod from my pov.

deft cape
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@karmic night pretty much this

karmic night
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That will give me the spooks i need ๐Ÿ‘€

deft cape
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yee hopefully this brings the voice mimicking "genre" back to deception based rather than a fun gimmick

karmic night
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But if it could be better ๐Ÿ‘€ ive got the shivers now ๐Ÿฅถ

deft cape
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all depends on how the execution ends up being like so hopefully it'll live up to expectations ๐Ÿฅบ

karmic night
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Any upgrade will be appriciated ๐Ÿ‘Œ

viral obsidian
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I remember volunteering for this but got side tracked

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Probably best to update the thread if I can find it

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How do you handle the ML btw? Sounded like it was done on the host machine?

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Would it not be just the case of adding an audio receiver at the doors and replicate that on the other side? Or am I missing something?

deft cape
viral obsidian
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Ah I see the issue you're raising

deft cape
viral obsidian
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Haven't done audio work so thought naively

deft cape
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but oeis and i will be trying to make it so that work can be offloaded to other players who have CUDA enabled

viral obsidian
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Yeah that sounds ideal

deft cape
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although i could just be missing some unity knowledge and maybe there's some sort of component that can capture nearby audio

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actually that might be a job for AudioListener now that i think about it

viral obsidian
deft cape
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but you'd have to be able to listen to all the audiosources nearby somehow

deft cape
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using dissonance

viral obsidian
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Makes sense

light jacinth
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who's oeis? have they made any of their own mods before?

deft cape
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if you do end up picking this up though i'm interested in how you solve this @viral obsidian

deft cape
versed lichen
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Eh? Shouldnโ€™t masked mimic the same person that their skin matches? Is that a config option?

sturdy python
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i think it means the look not the voice

versed lichen
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ah right right

deft cape
heavy crag
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SweetOnionโ€™s LethalSnap mod already gets you part of the way there

remote iris
broken mango
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They added voice mimicing to base game?

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if it's disapointing then you better out due Zeeks

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oh nevermind lamo

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I thought ya meant based LC

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lamo

viral obsidian
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From what I've read though, nothing should be reliant on AudioListeners anyway since it leads to unreliable behaviours

light jacinth
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the more research, the more u can upgrade ur equipment. which in turn better help u with researching even more dangerous entities

latent shale
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i need help

stark crownBOT
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Hello, @latent shale, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

deft cape
deft cape
deft cape
latent shale
# deft cape what do u need help with?

So everything works fine but when they start to talk they keep saying the same stuff like "Hi hi hi hi" or yes yes yes yes and then you know that it is a Skinwalker can you help me fix it?

heavy crag
deft cape
eternal bridge
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(i play a lot of solo)

deft cape
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hmm i might need to look into that

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that doesnt sound quite right so it might be bugged

latent shale
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can i send a clip later

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?

deft cape
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well norepeat mostly makes it not repeat if you have more recordings

deft cape
eternal bridge
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right now it seems as if they do say the same lines, but it looks like there's nothing actually stopping it from repeating lines other than a very low chance for it to not pick already played lines

deft cape
deft cape
eternal bridge
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yeah, it's actually funny for me

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due to how much i play solo, it already has hundreds of lines to pick from, but when i play with friends it only has a couple of lines to pick from

latent shale
deft cape
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yeah thats fine

latent shale
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ok thanks!

deft cape
eternal bridge
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yeah the mirage folder in my lethal company has 3,125 files ๐Ÿ’€

deft cape
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the way NoRepeat works (or should work) is i just fill up a "pool" of recordings found in the recordings folder, and each time it plays a voice, it removes one from the pool

the only time it should have a duplicate is if there's only 1 voice in the pool, it refills the pool, and it just so happens the first one you get from that pool is the same

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so if you have 3k recordings and it sometimes plays the same recordings in a row, well, thats definitely not working properly ๐Ÿ˜ญ

eternal bridge
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idea: (probably already thought of for v2) quieter audios (mumbling, background noise, keyboard clattering) have lower chances to play <--- maybe play quieter audios when an enemy is alone? to simulate players talking to themselves

heavy crag
deft cape
deft cape
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that also includes keyboard typing

eternal bridge
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ah

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but it would be cool if mumbling was used when enemies are alone

deft cape
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if mumbling gets past the recording filter, it's possible, but probably not planned for now

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there'll be adjustments to make things better as we test things of course

broken mango
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oh what's the folder's name?

Wanna clear it out just in case-

deft cape
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do u have IgnoreRecordingsDeletion enabled? it's set to false by default, and by default it'll always delete your recordings when you close your game

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either way though, the folder is located at your lethal company folder, and then inside there should be one called "Mirage"

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(unless the recordings have already been deleted. in that case it'll be missing)

eternal bridge
light jacinth
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im more of a triple dot kinda fellaโ€ฆ

viral obsidian
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Don't do it often but ellipses are better yeah

broken mango
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as I set to delete when people leave

deft cape
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i used to put a ~ at the end of my sentences back when i played maplestory ๐Ÿ˜ณ

broken mango
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I think I developed a habit of doing it recently

deft cape
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ah

broken mango
deft cape
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ah

broken mango
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Also tested Mirage with the new model replacement update via gamemaster-

Safe to say it works lol

deft cape
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yep it's amazing, im so glad bunya was able to find the time to work on it ๐Ÿ™

broken mango
deft cape
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infected is that amogus like mod right

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no clue what lethalcreatute is

broken mango
# deft cape no clue what lethalcreatute is

yea-

Lethalcreature is a mod that replaces the employee model with a heyna creature model-

With 3 variants to choose from-

And aswell has having customzation in terms of colors of it's eyes, fur, clothing and I'm not sure what else

deft cape
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ah icic

broken mango
eternal bridge
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YOU DO NOT NEED TO PUT - AT THE END OF EVERYTHING

broken mango
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you can just block me ya know?

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Or just ignore it?

clever knot
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what even does the - mean?

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I thought it was for when you cut off what you're saying

light jacinth
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yeah uh- sagey, u gotta chill bro-

broken mango
light jacinth
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go for it- only sagey is affected-

nova star
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Gosh- I might just start doing it-

sturdy python
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it's to be like you're being cut off

eternal bridge
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yeah but it's overused

sturdy python
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a harmless typing quirk usually though

eternal bridge
sturdy python
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true

nova star
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Same-

sturdy python
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anyway issues with it is very likely a personal problem

slim basin
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can you add so hoarding bugs only imitate when using lethal phones

deft cape
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not really planned for now, already have too many things on my TODO-

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there ive joined the club-

latent shale
deft cape
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like it's not really happening anymore?

torpid arch
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thank you, mr. mirage man

deft cape
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wait is it stuck on the pipes ๐Ÿ’€

solemn ridge
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It's a weird vanilal bug tbh

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The amount of times in v49 I've seen mimics somehow end up stuck in a wall

light jacinth
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i remember one time i got teleported in the wall

torpid arch
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it spawned right there lol

deft cape
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bls fix zeekers

latent shale
deft cape
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ah all good ill just try and investigate myself later

eternal bridge
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v2's conversation system is just gonna be character AI but with pre-set dialogue and your own voice

light jacinth
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man imagine holding a convo with ur own doppelgรคnger

vale pine
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guys i cant disable masks spawning from bodies please help

eternal bridge
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?

vale pine
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i set the change to 0 and eveyhting the still show up

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*chance

eternal bridge
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you mean spawn on death?

vale pine
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yeah

eternal bridge
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just set it to 1 or 0.1, full on 0 might confuse something within the mod

vale pine
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aight

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also letting the masks sync with your emotes is so devious, it caught us so off guard lmao

deft cape
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0 for SpawnOnPlayerDeath works though, @vale pine do u have MaskTheDead installed maybe?

vale pine
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i do not

ivory mason
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You have Symbiosis?

vale pine
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nope

deft cape
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ill test it again tonight just in case, but having it set to 0 was working for me, the last time i used it

solemn ridge
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I used to have issues a lot with people coming back when it was set to 0

ivory mason
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My group kept telling me last session after I died and they teleported my corpse to the ship it would disappear from the ship, and they kept finding mimics of me

solemn ridge
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Even with no other mods that touch masked

ivory mason
deft cape
solemn ridge
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It's definitely a bug with Mirage but I just started ignoring it cus you could never reproduce it barch

deft cape
deft cape
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not a single time

solemn ridge
deft cape
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maybe it's a rare occurrence thing though

ivory mason
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I only started noticing it after adding Symbiosis but I turned their similar feature off. I'll report back if it happens again, I removed Symbiosis from my pack anyways

solemn ridge
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It's funny to have bodies just disappear from the ship and magically spawn inside though

deft cape
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so i guess there'll be two things i'll look into tonight:

  • checking if NoRepeat actually is repeating voicelines, and if it does, fix it
  • checking if SpawnOnPlayerDeath set to 0 is bugged
deft cape
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SpawnOnPlayerDeath happens as soon as you die

ivory mason
deft cape
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you definitely have a mod that's reanimating dead bodies

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mirage doesn't have the code for that

ivory mason
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@solemn ridge You have Symbiosis?

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Now thinking that their config is the one thats bugged

solemn ridge
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I do but how would that reanimate bodies?

ivory mason
solemn ridge
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Really?

deft cape
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i just read it, it does

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see i knew it wasn't mirage

ivory mason
vale pine
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i dont have symbiosis and it still happens

deft cape
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@torpid arch i got hit with the strays again shruge

vale pine
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its gotta be something really obscure

solemn ridge
ivory mason
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Must not actually get disabled when turned off in the config

solemn ridge
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Maybe TakeThatMaskOff or MaskTheDead

torpid arch
vale pine
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nah i dont have any of that

deft cape
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some other mod is reanimation dead bodies im pretty sure

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but ill still test it with it set to 0 anyways

vale pine
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i have brutal company minus but it was still happening before i installed that

torpid arch
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"it must be weathertweaks fault!!!" situation

deft cape
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only issue is that

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i've tested it a bajillion times

deft cape
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it has never once spawned a masked enemy at 0

solemn ridge
deft cape
solemn ridge
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He'll find the conflict trust

deft cape
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im not looking for a conflict, im just testing if it's from mirage

vale pine
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018ea14f-8d69-2416-5485-56ee5dde5523

deft cape
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i dont have time for that ๐Ÿ˜ญ

vale pine
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ignore the disabled stuff

deft cape
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and the way im testing if it's from mirage is by only running mirage

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how often does this happen anyways @vale pine

solemn ridge
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I did notice Reimeiko kept telling me players were getting revived earlier and I didn't know why I only have Symbiosis for the hoarding bug fix tbh

torpid arch
solemn ridge
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Can someone just make a separate mod for that?

vale pine
torpid arch
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that was quite the afternoon

ivory mason
solemn ridge
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Is OnlyWhenAlone set to true?

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@vale pine

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It could be a bug with that lol

vale pine
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yeah it is

deft cape
vale pine
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also the spawn chance is set to 1 rn bc someone in here set to try that like 5 mins ago

deft cape
vale pine
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set it back to 0 before testing

solemn ridge
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I'm just trying to narrow it down

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Lol

toxic sequoia
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Where you refering to me or was someone else working on audio as well?

deft cape
toxic sequoia
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Does this work

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I was gone for a bit i just reset my computer up to start working on it again

deft cape
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sick

soft hollow
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im alive

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whats good

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which mod is on fire

deft cape
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ayoo waddup mik

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im just trying to make a modpack for my friends rn

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i just hope it doesn't break super hard

soft hollow
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i dont remember if ive ever told you, but its Mi6k/Mick

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but neat

deft cape
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ah bet

soft hollow
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Just finished 7 hours of editting

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to produce 30 mintutes of mid

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to render for 1 hour

deft cape
#

dropping some youtube vids or what

soft hollow
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yea

deft cape
#

youtuber mick is back baby

soft hollow
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NO

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I AM HERE FOR THE SHAMELESS HYPE TRAIN

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collecting my 12million views and dipping

deft cape
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@latent shale @eternal bridge when u guys mention about NoRepeat still repeating the same voices a lot, are you talking about like, the enemies using the exact same voiceline multiple times in a row?
i'm testing it right now and it's just not happening for me, so im confused how it's happening for u guys

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@latent shale could you drop your profile code? i just wanna confirm something

deft cape
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@vale pine just confirmed by testing with only mirage that SpawnOnPlayerDeath set to 0 works as intended, it never spawns a masked enemy (also tested it with SpawnOnlyWhenPlayerAlone set to true and false (separate runs obviously)

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there's definitely something in your modpack that's reviving the dead bodies

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i already kinda knew it wasn't coming from mirage since mirage doesn't have a "revive" feature, it can't just bring back mimics from dead bodies

solemn ridge
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Kinda weird that it would even set that for the flies tbh

deft cape
#

nuclear lib can do that? or is that just a dependency of symbiosis

solemn ridge
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But why have the lib if not the mod?

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Lol

deft cape
#

nah was just curious cuz if nuclear lib does that as well i was about to be like ๐Ÿคจ

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im just curious what's in darkk's modpack that's causing it then, since they don't have any of the mods mentioned by you and a couple others

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either way it's confirmed not mirage though

solemn ridge
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Darkk is also having other problems atm

vale pine
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yeah i might be bad at making lethal modpacks

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my pack is so scuffed rn

deft cape
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every time my modpack doesn't work properly

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i just yoink lunxara's

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๐Ÿ˜‚

lofty sorrel
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Respectfully, given how tragic some people's modpacks are balance-wise I might have to actually start making public ones

deft cape
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do it :D

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and if #modpack-releases becomes a thing, post it there as well

solemn ridge
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Me just waiting for V50 to release so I won't need 2 seperate mod packs anymore

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LOL

deft cape
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im just waiting for LLL to update before i start playing v50

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too painful without all the custom moons

solemn ridge
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Yeah

deft cape
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(and interiors)

solemn ridge
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Custom interiors for sure

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Rosie's Sector-0 interior and the interior Starlancer is working on are gonna be so good for Artiface

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the vanilla interiors

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do not fit

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that moon

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At all

lofty sorrel
#
  at UnityEngine.AudioClip.SetData (System.Single[] data, System.Int32 offsetSamples) [0x00048] in <2b2e47a8d13e478fbaa048194b560eac>:0 
  at Mirage.Core.Audio.Network.Receiver.setFrameData (Mirage.Core.Audio.Network.Receiver+AudioReceiver receiver, Mirage.Core.Audio.Data+FrameData frameData) [0x00037] in \Mirage\Core\Audio\Network\Receiver.fs:76 ```
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Btw got this error earlier, I didn't notice anything happen but thought I'd post anyway

deft cape
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oh lord how in the hell did that happen

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was this being spammed?

lofty sorrel
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Nah happened once

deft cape
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do u happen to remember if that was like

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when u were exiting to menu or something

lofty sorrel
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It was in the middle of a game based on the soundapi debug

deft cape
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ah wait i think i might know what the issue is

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probably a non-issue and is just cuz of my flawed implementation in v1

lofty sorrel
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Yeah I figured it was probably nothing, didn't experience any problems with Mirage in those games

deft cape
#

still good that u mentioned it though, cuz if u see an error from mirage, most of the time it's doing something unintended

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so thx for the report anyways ๐Ÿ™

lofty sorrel
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Yea np, I was looking for a different error but found that

viral obsidian
toxic sequoia
deft cape
#

see i knew the audio part would be non trivial

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kinda curious how the minecraft seamless portal mods solved it

blazing pilot
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Someone else was interested in audio through doors but also yes I assume you have it for seamless

viral obsidian
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I'll let you have a crack at it in that case, since you have a base to work off already ๐Ÿ‘Œ

blazing pilot
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I'm also just hoping for better audio culling if that's the word so I can't hear people through 6m of underground.

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I don't know if there are games that have this. Might require something like pathfinding

deft cape
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how are you hearing players underground? are u using an interior that has multiple levels?

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i remember an interior having an elevator so im wondering if ur talking about something like that

blazing pilot
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I mean between tunnels which pass eachother closely but are infact only adjacent via manymany more interior blocks

deft cape
#

like if there's walls in between there shouldn't be as much sounds? technically the base game already kinda does that by doing a line of sight check IIRC, so if someone made a mod where it "intensfies" that, maybe it'd do what you want

blazing pilot
#

Let's say this is a simple interior, the yellow highlights could be the speaker and recipient of some audio - they all sound the same

deft cape
#

but since it's not culling in the performance sense, it'd still process the same

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oh wait it sounds the same from all those positions? oof

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i guess i just haven't played the game enough to notice

blazing pilot
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"where are you?" "I think I'm above you and unreachable"

deft cape
#

interesting, what if you posted about that in #1188298686560739389? maybe some modder could figure something out hopefully ๐Ÿ˜ญ

blazing pilot
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I'm trying to clean up my notes for mod requests and send them all out including GitHub ... It's a lot of work

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I don't have much faith in modrequests.. I think my idea is not very novel so someone who has the skill and interest in audio will notice it.. but it's a fine request I just don't wanna make a whole eloquent post about it.

deft cape
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ah that's fair

latent shale
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My profile code yes

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018ea3fb-39b9-56df-ffda-08cf09a1293a

granite musk
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not mirage but are those dead masked feet always has a collission on them ?
i dont remember honestly lol

granite musk
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im on 50beta rn

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just using lethaldev

granite musk
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oh theres a list perceive alright

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ty

fiery hazel
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O.o the lightning particle bug should also be added to that list them ๐Ÿค”

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items having non-readable meshes makes the Particle renderer error out and output particles in a single point instead of around the model
( can be fixed by either marking the meshes readable in editor or using a spherical particle renderer instead of a meshRenderer one )

deft cape
#

u have skinwalkers

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that's why it doesn't work the same

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@eternal bridge still curious why you also run into this though, could you send me your solo modpack

latent shale
broken mango
#

skinwalks and mirage aren't compatible-

eternal bridge
broken mango
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they do the same thing-

eternal bridge
broken mango
deft cape
#

alright gonna try ur modpack out later in a couple hours

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i actually hope i run into the issue ur talking about

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so i can see how to fix it

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cuz it just wasn't happening to me when running mirage by itself sadly

deft cape
granite musk
deft cape
#

mirage already supports all enemies now

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so not much of a point

granite musk
#

yea it was long ago before u implement dissonance stuff

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oh also

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is it possible to make the masked jump ? ๐Ÿค”

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the last interesting thing i see from masked related stuff was modelreplacement mod give support so masked can get the model too

sturdy python
#

Art

eternal bridge
deft cape
eternal bridge
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OOH

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some of these will not fit]

deft cape
#

i've already got enough things planned tbh, the issue for me is getting to it since i have limited time ๐Ÿ˜”

twin abyss
#

Just make time. :p

eternal bridge
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i like how spoiler-ing a message literally doesn't work

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like i don't even have to reveal it i can just see it

twin abyss
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XD - do you know the reference?

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or do you not even see it spoiler'd?

eternal bridge
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shouldn't i have to click it to reveal the message?

twin abyss
#

huh... .,.

eternal bridge
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yeah it's already revealed

twin abyss
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the video - yeh

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I spoiler'd it

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cauase I made a reference

eternal bridge
#

spare me your tricks

twin abyss
#

o, o

twin abyss
#

IT'S SPOILERED~!

eternal bridge
eternal bridge
eternal bridge
twin abyss
#

Back it up with a source >:o

eternal bridge
#

hmm

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alright

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send me a spoiler'd image

twin abyss
#

just click outta this channel and click back in

vale pine
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popped in to say that i disabled EnableOverrideSpawnChance in the config and i no longer have the spawning issue so i may just be an idiot

twin abyss
#

it should be spoiler'd - and if not, send me image of the link message >:o

eternal bridge
#

hehahhaha

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alriht

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now

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send me a spoiler'd text and maybe image too

twin abyss
#

Why is yer stuff auto-revealed?

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||what||

eternal bridge
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ok

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do it in 3

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2

#

1

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now

twin abyss
#

||POOF||

eternal bridge
#

womp womp

twin abyss
#

do you have an addon for discord?

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the heck reveals spoilers instantly...

eternal bridge
#

no

twin abyss
eternal bridge
#

i don't mod discord

twin abyss
#

what is dis setting on

eternal bridge
#

but it's on always

twin abyss
#

that's why

#

change it to On click or On servers I moderate

#

else you risk SPOILERS

eternal bridge
solemn ridge
#

@deft cape Mirage isn't deleting sound files on game exit

#

Fix your broken mod

#

lol

deft cape
#

sounds like u have a mod causing it to crash, making unity's onapplicationquit not work

#

cuz it definitely works on its own

solemn ridge
#

and even that wouldn't delete it

deft cape
#

wdym, it deletes the folder but not the files? ๐Ÿคจ

solemn ridge
#

and yeah in this case I had to force end cus the game threw netcode errors cus Debby joined while the ship was landing

#

and broke the game

#

It didn't delete anything is what I'm saying

#

Lol

deft cape
#

i'll take a look in a bit

#

ah i see the issue, it was something i changed to optimize it, but i just forgot about a different thing that causes it to not run

#

whoops...

#

i'll push an update tonight

deft cape
#

i thought it'd be brutal company but you don't have that

deft cape
twin abyss
#

umm

#

totally a question for a friend

#

what update started that?

#

., .'

#

and how do I check if my sound files are not deleted

deft cape
#

1.3.0

#

assuming your LC is installed in the default location:

#

C:\Program Files (x86)\Steam\steamapps\common\Lethal Company\Mirage

twin abyss
#

I uh... don't see it there .,.? ... does that mean they're gone cause there is no Mirage folder?

deft cape
#

yea that means it deleted it fine for u

twin abyss
#

woot o, o

#

how did I not get the issue . ,.' ... what does Lunxara have that I don't

#

ooooooh- maybe a v50 thing

#

I haven't touched v50

sturdy python
#

I played v50 last night with besties and it seems to have deleted

deft cape
#

yeah im not sure, it works for me as well but the code i changed it to does seem like it could fail so i'll just revert it either way

deft cape
#

@eternal bridge @latent shale so the good news is, i found the issue on why it sometimes plays the same sound multiple times in a row. i'll fix it and push an update for it tonight

deft cape
#
  • Mimic the voice of a player for any enemy (such as bracken, dress girl, modded enemies, etc)
    • Use the same player's voice every time it attempts to mimic their voice
    • Voice is synced to all players, where everyone hears the same voice
    • Only masked enemies mimic voices by default, other enemies can be enabled via config
  • Spawn a masked enemy on player death (like a player turning into a zombie)
    • Chance to spawn on death can be configured
    • Set this to 0 to disable the feature
    • Can be configured to only spawn if the dying player is alone
  • Masked enemies use the mimicking player's suit
  • Remove the mask off of masked enemy
  • Remove the arms out animation off of masked enemy
  • Configuration is synced to all players (only the host's config is used)
  • Adjustable spawn chance for masked enemies
    • Calculates the spawn weights for each moon internally
    • Default is set to spawn masked enemies at 15% for each moon

this is the current features list on the README, does anyone have any advice on whether i should change anything?
maybe @twin abyss? since you were able to make the config way easier to understand after trying to decipher my cryptic messages

#

just looking to improve on it before i push the fixes

twin abyss
#

Oh- as in this is what they'll see when looking at the mod page first here? -

deft cape
#

yeahh exactly

twin abyss
#

um.. Keep this section still

deft cape
#

the way i've worded things can probably be better

twin abyss
#

that section is solid o, o

deft cape
twin abyss
#

I don't know what, but "Use the same player's voice every time it attempts to mimic their voice" feels like it needs a rephrasing.. ...

deft cape
#

i think i put that there so people know that it doesn't just use a different voice every time, but i do agree it's worded a bit weird ๐Ÿค”

twin abyss
#

Enemies will continue to use the same Player's voice per .... ... Each enemy chooses a specific player to always imitate?

#

Every enemy chooses to imitate a single player permanently...?

#

I want to word it as "The enemy will always imitate one player" without making it sound like that enemy will ALWAYS do it every time it spawns-

#

but also stating "The enemy will always imitate one player" doesn't get the point across that it only imitates that player

#

hecc...

deft cape
#

yeah good point...

#

i need to start getting people to proofread my readmes cuz it's just terrible ๐Ÿ˜‚

twin abyss
#

It's not- it's actually difficult to rephrase this

deft cape
#

i feel like the "permanately" part sounds a little bit weird

twin abyss
#

yeah..

deft cape
#

"Each enemy imitates a single player during its lifetime" i thought about this, but it's also weird

twin abyss
#

Maybe the initial line above it needs fixing to assist the lower lines

deft cape
#

hmmmm

twin abyss
#
  • Every enemy (configurable) can mimic the voice of any player currently in the game.
  • On spawn, each enemy chooses a player to always mimic the voice of.
  • Voice is synced to all players. That means everyone hears the same voice, same words, at the same time.
  • Only masked enemies mimic voices by default, other enemies can be enabled via config
    ?
#

something like that...

#

is that accurate?

sturdy python
#

should the model replacement support be included

deft cape
#

when you say "favourite" it sounds like it can switch to other players imo (technically that's the case for ghost girls but that's besides the point)

twin abyss
#

heck

sturdy python
#

wait that probably has nothing to do with mirage

deft cape
#

it's got nothing to do with mirage but for some reason new users always thinks cosmetic supports comes from mirage

#

i think it's worth mentioning

twin abyss
#

how about removing "favorite"?

deft cape
#

yeah that's better, lemme read the other lines

twin abyss
#

ok revised line 3

#

how bout that?

#

Emphasize how synced it is

deft cape
#

i like that

twin abyss
#

maybe embolden the last "same"

#

same time

#

Super-synced~

deft cape
#

yeeeeee it's a ton of emphasis on it now ๐Ÿซก

#

alright that looks a lot better

#

thanks kev ๐Ÿ˜„

twin abyss
#

checking the rest now ๐Ÿ˜…

deft cape
#

โค๏ธ

twin abyss
#

but that beginning was the like, phrasing part that threw me off, I think the rest looks fine but will chime if not o ,o

#

I think the #1 thing to note

#

is that this is all under a line called "FEATURES"

#

alone it makes no sense, but understanding it's under "Features" makes the listing better

deft cape
#
  • Every enemy (configurable) can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voice is synced to all players. That means everyone hears the same voice, same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie).
  • Chance to spawn on death can be configured
  • Set this to 0 to disable the feature
  • Can be configured to only spawn if the dying player is alone
  • Masked enemies use the mimicking player's suit
  • Remove the mask off of masked enemy
  • Remove the arms out animation off of masked enemy
  • Configuration is synced to all players (only the host's config is used)
  • Adjustable spawn chance for masked enemies
    • Calculates the spawn weights for each moon internally
    • Default is set to spawn masked enemies at 15% for each moon
#

updated from before

twin abyss
#
  • Spawns a masked enemy on player death (like a player turning into a zombie).
  • Chance for masked to spawn on death can be configured
  • Set this to 0 to disable the feature
  • Can be configured to only spawn if the dying player is alone
  • Will try to spawn the masked as close as possible to where they died, even if they fell into a pit!
#

well-

#

nvm- unremove that...

deft cape
#

i feel like masked enemy makes sense

twin abyss
#

Yeh

#

Continuously call them "Masked Enemy" - as everyone gets that

deft cape
#

yeahh

twin abyss
#

Masked is just being specific to the name ๐Ÿ˜…

deft cape
#

people also call it a mimic but im not calling it that since that can get confusing

twin abyss
#

mhm

#

I think it's important to point out where they spawn with that fourth line, whether rephrased or not

#

or added to the initial line

deft cape
#

ah

twin abyss
#

like "Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie)."

deft cape
#

yeah good point i didn't even realize i was missing that

#

Will try to spawn the masked as close as possible to where they died, even if they fell into a pit!
oof technically not true in v1 for now since i haven't "fixed" it yet

#

rn if they fall into a put it doesn't grab the closest position to a navmesh

#

so it'll just not spawn

#

something i'll change in v2, i just didn't really feel like touching it rn

twin abyss
#

Also, as stingy as it sounds - you could put "(configurable)" near things like
"Remove the mask off of masked enemy (configurable)
Remove the arms out animation off of masked enemy (configurable)"...

#

or actually- just add a line stating "Most, if not all, features can be configured"

#

right above "configuration is synced"

#

"all" wouldn't actually be too far off

deft cape
#

yeah i'll just say all features can be configured

twin abyss
#

Yeh

#

The only one not configurable atm is "where" the masked spawns on death

#

but that shouldn't matter

deft cape
#

yeah ppl should get the context anyways

twin abyss
#

maybe hide the tiniest asterisk near "all"

#

;p

#

font 2 asterisk

#

allโ„ข๏ธ features can be configured

deft cape
#

All features listed below can be configured:

  • Every enemy can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voice is synced to all players. That means everyone hears the same voice, same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie).
  • Set this to 0 to disable the feature
  • Can be configured to only spawn if the dying player is alone
  • Default is set to 10% chance to spawn a masked enemy on player death while alone
  • Masked enemies use the mimicking player's suit and cosmetics
  • Remove the mask off of masked enemy
  • Remove the arms out animation off of masked enemy
  • Configuration is synced to all players (only the host's config is used).
  • Adjustable spawn chance for masked enemies
    • Calculates the spawn weights for each moon internally
    • Default is set to spawn masked enemies at 15% for each moon
twin abyss
#

Hope I helped o, o - (even though most people don't read through all of a readme -3-... They read them main points and bolden letters and photos).

deft cape
#

first line i changed back to the original cuz i felt like it still worked and was a bit more succinct

twin abyss
#

Maybe get a photo of a masked enemy looking normal as heck with a different suit and some cosmetics

#

with you shining a flashlight on em

#

ooo

#

a gif maybe

deft cape
#

i think for that part people seem to get the idea already tbh, maybe what i need more is a video showcase, but i'm too lazy to make one

#

only problem with a gif is that it doesn't showcase the main feature of mirage, which is the synced voice mimicking

twin abyss
#

hecc true

deft cape
#

i'll just hope viperian makes a proper showcase one day when v2 comes out i guess and show that LUL

twin abyss
#

Then dust your hands off the readme. It's gud c:

deft cape
#

aightt sounds good

#

thanks for the help ๐Ÿ˜„

twin abyss
#

add as the final line stating all things can be configured. Config nuts love that -w -

#

or just somewhere buried in that readme

deft cape
#

ah right already forgot about that lmao

#

ill just add it in the last line

twin abyss
#

Yus

#

Icing on the cake

#

"Disliked anything up there? Ye can configure it~"

#

no - don't add that word for word

deft cape
#

i guess im gonna remove "configurable" for every other line then

#

since it's redundant now

twin abyss
#

Mmm... no no

deft cape
twin abyss
#

don't remove the configurable for the "Every enemy" part

#

honestly- keep all configurable stuff

deft cape
#

ah bet

twin abyss
#

cause it's important to tell em off the first line "Every enemy- except those you don't want - can mimic-" and "chance to spawn on death can be configured" right under the "Spans masked on death"

twin abyss
#

"Mirage is a mod that gives any enemy the ability to mimic a player's voice (fully synced to all players).
This mod is required by the host and on all clients. Clients that do not have the mod will run into desynchronization issues.
All features can be configured"?

#

bolden the All

deft cape
#

i suppose i could just add the disclaimer right before the list

twin abyss
#

yus

#

Either way, it's fine to keep it as it is

#

and just add it as the last line

#

but it's very important - especially for those who go to the mod and just skim the readme

#

that they see the word "Configurable" near any term of "any" or "all"

#

cause some people would be mad if they just assume "All enemies mimic" - and they couldn't change it

#

get what I mean ., .?

deft cape
#

wouldn't removing the "configurable" parts be fine if i just bolden the disclaimer tho

twin abyss
#

Yus

deft cape
#

since their eyes probably gravitate towards that part

twin abyss
#

Make it nice and bold. Could shove it to the top of the list and say "All features below can be configured" first

#

or keep it at the bottom

#

it just needs to exist somewhere if you removed the "configurable" part near things

#

Anyways, you're doin' great. Sprinkle some sprinkles on that readme, take yer time - dust your hands and continue doin stuff . w.

twin abyss
#

I thoroughly enjoy seeing streamers still fall for it ๐Ÿคฃ ...

deft cape
#

oh sh it if you happen to see a streamer falling for it can u clip it for me ๐Ÿ˜‚

#

was funny to watch it happen last time u sent one

twin abyss
#

๐Ÿคฃ

deft cape
twin abyss
#

Their shocked faces

#

WHAT?

#

XD

#

Utter betrayal

deft cape
#

lmaoo

sturdy python
#

the one thing bothering me

twin abyss
#

what if

sturdy python
#

is the inconsistent periods

twin abyss
#

you shoved it here?

#

In parenthesis or something

#

"Features (All features listed below can be configured)"

deft cape
#

oh yeah that's even better

deft cape
#

jeez i noticed it immediately now that u mention it

#

LMAO

twin abyss
#

๐Ÿคฃ

sturdy python
#

(also small typo on arms out line)

twin abyss
#

I noticed it now

#

wait what-? . ,.

deft cape
#

All features listed below can be configured:

  • Every enemy can mimic the voice of any player currently in the game
    • On spawn, each enemy chooses a player to always mimic the voice of
    • Voice is synced to all players. That means everyone hears the same voice, same words, at the same time
    • Only masked enemies mimic voices by default, other enemies can be enabled via config
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie)
  • Set this to 0 to disable the feature
  • Can be configured to only spawn if the dying player is alone
  • Default is set to 10% chance to spawn a masked enemy on player death while alone
  • Masked enemies use the mimicking player's suit and cosmetics
  • Remove the mask off of masked enemy
  • Remove the arms-out animation from masked enemies
  • Configuration is synced to all players (only the host's config is used)
  • Adjustable spawn chance for masked enemies
    • Calculates the spawn weights for each moon internally
    • Default is set to spawn masked enemies at 15% for each moon
light jacinth
#

yeah good idea to fix.. who knows how many people avoided downloading the mod because of the inconsistent periods in the readme smh

twin abyss
#

oh, the dash between arms and out? . ,.

deft cape
twin abyss
#

0/10 mod

#

Needs more fish AI

sturdy python
#

it was "off of masked enemy"

deft cape
#

oh fuck

#

I DIDNT EVEN THINK THAT SOUNDS WEIRD

twin abyss
#

same

#

change it to from ๐Ÿ˜…

sturdy python
#

would have to be "of a masked enemy" or "of masked enemies"

twin abyss
#

"Removes the arms-out animation from masked enemies"

#

that good? . ,.

#

oh wait-

sturdy python
#

yeah

twin abyss
#

"Removes the arms-out animation from masked enemies**.**"

#

๐Ÿ˜ฎโ€๐Ÿ’จ Phew

#

:p

deft cape
#

alright fixed tyty

twin abyss
#

Saved the readme with that period. Thank me later.

deft cape
#

that period thing was bothering me so much after u pointed it out

#

can't believe that was there the whole time

twin abyss
#

wait so you're shoving periods in

#

or removing them?

deft cape
#

i removed

twin abyss
#

they're not a period sympathizer

twin abyss
#

||I see you never have a time of the month then huh-||

deft cape
twin abyss
deft cape
#

||oh certainly not ๐Ÿ˜‚ ||

twin abyss
#

personally

#

Now you just gotta add periods in empty spaces.

deft cape
#

fuck it might as well, just realized the rest of my readme has periods

#

ill do it just for consistency

twin abyss
#

Can you add periods there?

deft cape
#

BET

twin abyss
#

๐Ÿคฃ

deft cape
#

that'll make it look nice an professional

#

periods off to narnia

twin abyss
#

It'll make people wonder

#

what the hell is wrong with the features section

#

omfg

#

wait

#

ok

deft cape
#

surely that'll get people's attention span back

twin abyss
#

no joke

#

what if

sturdy python
#

this is probably just a personal thing but I would do "Voices are synced..." in that first section second line

twin abyss
#

you made an ascii art of a masked diagonally peering from the side of the features

sturdy python
#

(and optionally "the same words" as well)

twin abyss
#

oh

sturdy python
#

it's just more of a consistency thing

twin abyss
#

you wanna reemphasize the on all 3

#

yus

#

repetition is king

sturdy python
#

since it has "the same voice" and "the same time"

twin abyss
#

do dat

#

the pattern of 3s

#

it hits gud feels buttons in brain

deft cape
#
  • Every enemy can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voice are synced to all players. This means everyone hears the same voice, the same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config.
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie).
  • Set this to 0 to disable the feature.
  • Can be configured to only spawn if the dying player is alone.
  • Default is set to 10% chance to spawn a masked enemy on player death while alone.
  • Masked enemies use the mimicking player's suit and cosmetics.
  • Remove the mask off of masked enemy.
  • Remove the arms-out animation from masked enemies.
  • Configuration is synced to all players (only the host's config is used).
  • Adjustable spawn chance for masked enemies.
    • Calculates the spawn weights for each moon internally.
    • Default is set to spawn masked enemies at 15% for each moon.
#

changed from "that means everyone" to "this means everyone" if that's any better as well

twin abyss
#

Yus

sturdy python
#

ye

twin abyss
#

See

#

why you even need me

#

you fix me XD

#

๐Ÿ‘ refining this readme like a badass

deft cape
#

peer review ๐Ÿฅบ

sturdy python
#

oh

twin abyss
#

๐Ÿฅน

sturdy python
#

got another

twin abyss
#

say o ,o

deft cape
#

๐Ÿ‘€

sturdy python
#

You could probably condense these two lines into one

  • Default is set to 10% chance to spawn a masked enemy on player death while alone
  • Set this to 0 to disable the feature
#

or

#

that's a different config

deft cape
#

hmm maybe the way i worded that kinda wrong

#

cuz the "while alone" thing is a separate config

#

so that means the way i phrased it is confusing

sturdy python
#

yeah yeah I forgot that it was seperate

deft cape
#
  • Every enemy can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voice are synced to all players. This means everyone hears the same voice, the same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config.
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie).
  • Set this to 0% to disable spawning a masked enemy on player death.
  • Can be configured to only spawn if the dying player is alone.
  • Default is set to 10% chance to spawn a masked enemy on player death while alone.
  • Masked enemies use the mimicking player's suit and cosmetics.
  • Remove the mask off of masked enemy.
  • Remove the arms-out animation from masked enemies.
  • Configuration is synced to all players (only the host's config is used).
  • Adjustable spawn chance for masked enemies.
    • Calculates the spawn weights for each moon internally.
    • Default is set to spawn masked enemies at 15% for each moon.
twin abyss
#

request: Put the "0 = Disabled" somewhere in here

deft cape
#

oh true

twin abyss
#

A line right under the first one

deft cape
#

ill do a complete revamp of the config in v2 as well

sturdy python
#

although

deft cape
#

just for now i can't cuz of backwards compatibility

#

but i'll update that config's comment

sturdy python
#

spawn alone doesn't seem to have a seperate spawn chance?

twin abyss
#

True

deft cape
#

oh true it's the same, so i guess combining it is fine

twin abyss
#

Gotta split "Default is set to 10% chance to spawn a masked enemy on player death while alone."

#

or add a few words

#

well-

#

wait actually

#

no

#

no it's fine

#

because you're stating what the default settings are

#

not that the spawning has to be while alone

#

it's all fine

sturdy python
#
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie)
  • Default is set to 10% chance to spawn a masked enemy, set this to 0 to disable the feature
  • Can be configured to only spawn if the dying player is alone
  • Option to spawn a masked enemy on player death only while alone
#

wait

twin abyss
#

get what i mean?

#

I think it's fine since it's stating defaults

#

and since all features can be configured, no need to emphasize they're separate

sturdy python
#

cut the third line, include the default in the first, include that the chance while alone uses the

#

what's the word

#

uses the player death chance's percent

#

something along those lines

twin abyss
#

Mmmmm

#

talks about 10% chance

#

and along the same line

#

detailing that 0 on it = disabled.

#

I agree.

#

Combine the default 10% into the first line

#

the 3rd line in your thing is redundant though

#

gotta figure out a 3rd thing... rules of 3s

#

What if

deft cape
#
  • Every enemy can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voice are synced to all players. This means everyone hears the same voice, the same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config.
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie).
  • Default is set to 10% chance to spawn a masked enemy, set this to 0 to disable the feature.
  • Can be configured to only spawn if the dying player is alone.
  • Can spawn at the company building if NavMeshInCompany is installed.
  • Masked enemies use the mimicking player's suit and cosmetics.
  • Remove the mask off of masked enemy.
  • Remove the arms-out animation from masked enemies.
  • Configuration is synced to all players (only the host's config is used).
  • Adjustable spawn chance for masked enemies.
    • Calculates the spawn weights for each moon internally.
    • Default is set to spawn masked enemies at 15% for each moon.
twin abyss
#

Mmmmmmmmmmmmmmmmm

#

Spicy

#

๐Ÿ‘Œ

deft cape
#

completely forgot i should've mentioned that mod ages ago

twin abyss
#

i don't know if it's just me

#

cause it's worded like that at many places

#

but we never really land "in" the company building, or land "in" the company. We land on the company. Not that it's required to change

#

but so many darn mods say "in" =w =

#

when we're never inside anywhere

sturdy python
#

oop gimme a sec

deft cape
twin abyss
#

We land at the company, on the company moon - but never in it

#

but again, don't change it

#

every damn mod says in

#

=w =

#

I'm just anal about that

#

same when I hear masked and mimic

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my friends say masked as mimic so many times

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it's unheard of

rain mountain
#

should be at the company building

twin abyss
#

should be

#

but

deft cape
twin abyss
#

actually-

#

do at

deft cape
twin abyss
#

change it to at

deft cape
#

yee

twin abyss
#

was trying to find an example

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but two mods i just looked up use "at"

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I swear I've seen in though

#

with that "at" change

deft cape
#

at just makes the most sense tbh

twin abyss
#

I think readme is gud ๐Ÿ‘ ... missing 60 useless periods to the right

deft cape
#

missing the ascii art ๐Ÿ˜‚

twin abyss
#

yus

#

we need ascii art of a masked slightly peering in from the right

#

that'd be such a fun detail

#

I got 0 clue how to do that though

#

so someone with ascii art knowledge, fookin' help sometime~ -w -

deft cape
#

i have no clue too, plus idk if it'd even look proper on the readme tbh (idk how to make it show on the right of existing text)

#

plus that'd definitely be off on mobile

#

and since it's markdown, can't easily hide it on mobile ๐Ÿ˜”

twin abyss
#

ok

#

but

#

and hear me out

#

who teh fuck is on thunderstore on mobile looking up lethal company mods? . ,.

deft cape
#

i do ๐Ÿฅบ

#

i usually look at mods during my free time, which usually means im on my phone

light jacinth
#

me too

deft cape
#

i only ever go on the TS page when im actually installing it

twin abyss
#

ok fine- no ascii art

deft cape
#

otherwise i'm browsing it on my phone

twin abyss
#

But know that this makes it a 1/10 mod, add Fish AI to make it 3/10. -3-

deft cape
#

and ascii art to 10/10 ๐Ÿ˜Ž

twin abyss
#

ok but seriously

#

when is someone

#

gonna add fishing

deft cape
#

i wonder how much demand it'd have

twin abyss
#

give me stardew fishing

#

so I could fish on March

#

any flooded planet

#

Vow

#

Atlantica

deft cape
#

if someone adds fishing, they should also add an ||angler fish that has a fake player that talks to you, totally not from "content warning"||

twin abyss
#

maybe the mod could add puddles

light jacinth
#

make the mod urself

deft cape
#

TRUE

light jacinth
#

๐Ÿ˜Ž

twin abyss
deft cape
#

i made mirage because i wanted synced voices ๐Ÿ˜Ž

twin abyss
#

I tried to do blender for 14 hours, failed hard at makin' a model. -w - ...

#

can u imagine me touching code

#

trying to make FISHING

#

=w =

light jacinth
#

if 12 year old me from long ago can learn how to make a minecraft mod with absolutely no proper education on programming, then u can too

deft cape
#

time to chatgpt it (dont actually) ๐Ÿ˜ณ

twin abyss
#

chatgpt - pls make fishing mod for lethal company

#

"Ok, making mod"

light jacinth
#

i coded without an ide back then๐Ÿคฃ

deft cape
#

there's people who unironically get their code from chatgpt and then ask for help in #dev-general

#

it's... pretty interesting to say the least

deft cape
light jacinth
#

bro i blame the youtube tutorial i found

twin abyss
#

I last coded over a decade ago. I don't even recall anything other than muscle memory and the understanding of how (specifically Java) code functioned

#

as well as basic

#

-u - ...

deft cape
#

if you understand java you'll be fine with c#

twin abyss
#

n just because I'm solid with english, I should be fine with Spanish

deft cape
#

not the same comparison ๐Ÿ˜‚

#

it's more like

#

if you're solid with american accented english, you'll be fine with bri ish accented english

twin abyss
#

ah

#

so Ctrl+F, find "or" and replace with "our"? - ez coding

deft cape
#

if i remember right C# was basically like a copy of java on release, obviously it's grown a lot since then and it has a lot of features java doesn't have, but it still shares a lot of the same way of approaching problems

deft cape
twin abyss
#

so

#

having like 2 errors

#

fixing it

#

and having 50

#

Got'chu

light jacinth
#

there's a guy making a black mesa interior

twin abyss
#

lol

#

they

#

better have a science team easter egg somewhere

light jacinth
#

he said he has background in 3d stuff, but no experience in programming

twin abyss
#

"I'm with the science team!"

light jacinth
#

he also said he's been using gpt4 for programming

deft cape
#

chatgpt is great as a tool don't get me wrong

#

i was moreso talking about people who use it to create literally the whole project without much thought behind their prompts

light jacinth
#

according to dude... gpt 3.5 is ass but gpt 4 (which u have to pay for) is very good

sturdy python
twin abyss
#

๐Ÿคฃ

deft cape
twin abyss
#

I'mma go to bed. I'm tired as hecc

sturdy python
#

"Voices are synced..."
"Default is set to a 10% chance..."
"Remove the mask off of from a masked enemy." (Or, "...from masked enemies.")

deft cape
#

gn kev, thanks again for the help ๐Ÿซก

sturdy python
#

(Optionally, add "The" before both "defaults" but that's w/e)

twin abyss
#

Good luck all. curl up tiem

light jacinth
#

ur pfp

deft cape
twin abyss
#

Yus

light jacinth
#

a furball

twin abyss
#

I am cat - with pout energy

#

24/7

light jacinth
#

oh.. yeah i accidentally replied to wrong person ๐Ÿ˜…

twin abyss
#

XD

#

Bed time. I better see "@twin abyss I added functional Fish AI, it mimics other fish" - 3-

#

wait what the fuck

#

@twin abyss

#

._.

#

I never knew you could ping yourself- . ,.

#

bed I go

deft cape
#

bedge

#
  • Every enemy can mimic the voice of any player currently in the game.
    • On spawn, each enemy chooses a player to always mimic the voice of.
    • Voice are synced to all players. This means everyone hears the same voice, the same words, at the same time.
    • Only masked enemies mimic voices by default, other enemies can be enabled via config.
  • Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie).
  • Default is set at a 10% chance to spawn a masked enemy, set this to 0 to disable the feature.
  • Can be configured to only spawn if the dying player is alone.
  • Can spawn at the company building if NavMeshInCompany is installed.
  • Masked enemies use the mimicking player's suit and cosmetics.
  • Remove the mask from masked enemies.
  • Remove the arms-out animation from masked enemies.
  • Configuration is synced to all players (only the host's config is used).
  • Adjustable spawn chance for masked enemies.
    • Calculates the spawn weights for each moon internally.
    • Default is set to spawn masked enemies at 15% for each moon.
#

@sturdy python like this right

sturdy python
#

I messed up a little I think there's more to "Default is set to a 10%"

#

I think "at a" instead of "to a" would be easier lol

#

but yeah otherwise I think it's good

deft cape
#

tyty

#

alright time to push the update with the fixes soon

#

thanks tumble & kev for the peer review ๐Ÿฅบ

sturdy python
#

do you really like singular "Voice" for that 2nd line lol

#

err I guess 3rd

#

anyway, nbd

deft cape
#

oh i didn't even notice that

#

yeah i actually prefer plural

#

so good catch ๐Ÿ˜‚

sturdy python
#

I feel like i'm missing something with the finished version

light jacinth
#

mirage downloads gonna exponentially increase after this updated readme gets pushed out ๐Ÿ“ˆ

deft cape
sturdy python
#

oh my god

#

I think I found what it was LOL

#

"Masked enemies use the mimicking player's suit and cosmetics."

#

Smallest thing ever but I feel like it should be "mimicked" and not "mimicking"

deft cape
#

ah pheeew not too big of a thing, i thought i had a bad typo or something LOL

#

maybe it's just me but i feel like "mimicking" makes more sense since it's currently mimicking the player

#

rather than it being something that happened in the past

sturdy python
#

true true

#

Although actually, the suit and cosmetic doesn't change after spawning so it technically is a "was"

light jacinth
#

if i was an english professor i'd give this readme an A+ ๐Ÿฅน

deft cape
#

Mirage v1.3.2 is released:

  • Fixed a bug introduced in v1.3.0, where some players didn't have their recordings folder deleted upon closing the game.
  • Fixed a bug introduced in v1.3.1, where voice clips sometimes get repeated multiple times in a row.

Thanks to MasterKev and tumbleweed for going over, and revising the README to make more sense ๐Ÿ˜„

sturdy python
#

also pog

deft cape
deft cape
#

just want to clarify that OverrideSpawnChance means the spawn chance for each individual spawn, not a percentage chance for it to show up during a round

#

i'll be updating the config to clarify that next update, thanks to sashimi for pointing that out

solemn ridge
light jacinth
#

im guessing when if the game didnt properly close, it never got the chance to delete them huh

deft cape
deft cape
#

it should rarely actually be a problem, but it's certainly there, and it happened to lunxara

light jacinth
#

ah.. also why not try to deleting at game boot instead?

deft cape
#

mainly because deleting on close is not really an issue with the thing that i described

#

or i mean now that it's fixed

#

the only time it should fail is when another mod crashes the game

#

in which case unity's onapplicationquit never gets called

#

other than that, it's consistent enough

#

and there's not much of a point to also delete on boot in that case

light jacinth
deft cape
#

tbh for that, it's probably better to just remove or temporarily disable those unstable mods

#

i think it's a non-issue personally

light jacinth
#

yeah i mean i would def do that, just meant for other people. like lunx apparently was experiencing a lot of crashes from (possibly) ACA, so i can see files be left undeleted there.

#

i assume recordings get all cleared out so i guess ur right it'd be a non-issue as long as its removed

#

as long as u get proper game exit at whatever point

deft cape
#

@solemn ridge if u were getting crashes that's probably the main reason u weren't getting it deleted tbh, and the update still wont fix that

deft cape
light jacinth
deft cape
#

true i guess i should just have it delete on startup lmao

#

ill do it for the next update if i remember to, and if there's more for the update

#

since pushing an update for a 1 line change is kinda weirdge

light jacinth
#

all the weirdge devs quietly looking at qwbarch coz they update everytime for every small thing ๐Ÿ˜…

deft cape
#

๐Ÿ˜‚ ๐Ÿ˜‚

#

fuuuuuuuck i just realized i forgot to mention about ModelReplacementAPI supporting masked enemies in the README :(