#Mirage
1 messages ยท Page 18 of 1
Can't wait until it's possible to hold a conversation with a masked.
naruto talkjitsu ass
hopefully v2 lives up to the expectations
although im likely gonna work on porting mirage over to the content warning game for a bit
most broken technique
have you played it? if so how is it
need talkjustsu vs world cleave
is that mono unity too?
yeah
neat
only went into a single player world to test it out for now, playing some actual games later when all my friends are on
the game looks really nice though
like it's super polished
u gonna make anything for CM? if you wanna join the modding discord i can dm you it ๐
haven't even played it haha
probably gonna stay focused on lc modding for portfolio reasons
ah bet
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
Though if your modding in there and it seems like I might have sauce to spread on unity quirks those modders might need lmk
fair
Update is out. I trust that these based Masked enjoyers will tell me of all game breaking bugs.
Though I didn't find any in my play testing.
https://thunderstore.io/c/lethal-company/p/Pizzatime/HighPolyThiccSuits/ Lmao all the downloads this already has
OH SHITTTTTTTTTTTTTTTTTTTTTTTT HYPE
THANK U BUNYA FOR ADDING MASKED SUPPORT ๐ ๐ ๐
LETS GO
LETS GOOOO!!!!!!!
Time to have thicc masked enemies
XD
FIREEEEE
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 ๐||
Good
If anything I think some of the monsters and stuff being ported over to LC would be good
But the game itself doesn't interest me much
there's one thing i really want from content warning ported over to lethal company
||the camera and view system is so much better than lethal company's scrap system||
||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||
if anyone is curious, the new modelreplacementapi masked feature is compatible with v50 ๐
What other stuff will you work on with this project? It seems like a pretty close to finish mod from my pov.
@karmic night pretty much this
That will give me the spooks i need ๐
yee hopefully this brings the voice mimicking "genre" back to deception based rather than a fun gimmick
It still is fun tbh with the gimmicky version too
But if it could be better ๐ ive got the shivers now ๐ฅถ
all depends on how the execution ends up being like so hopefully it'll live up to expectations ๐ฅบ
Any upgrade will be appriciated ๐
I remember volunteering for this but got side tracked
Probably best to update the thread if I can find it
How do you handle the ML btw? Sounded like it was done on the host machine?
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?
but how do you replicate it though? that's what i'm not sure about, but granted that's probably because i don't know what in unity lets you do that
Ah I see the issue you're raising
if you're talking just about who processes what, by default each player processes their own models for enemies that are mimicking their voice
Haven't done audio work so thought naively
but oeis and i will be trying to make it so that work can be offloaded to other players who have CUDA enabled
Yeah that sounds ideal
yeah it doesn't sound very trivial to me at all
although i could just be missing some unity knowledge and maybe there's some sort of component that can capture nearby audio
actually that might be a job for AudioListener now that i think about it
Actually, don't walkie talkies capture some audio around the player?
but you'd have to be able to listen to all the audiosources nearby somehow
i don't think so, im pretty sure walkie talkies just capture audio directly from the player talking to it
using dissonance
Makes sense
who's oeis? have they made any of their own mods before?
if you do end up picking this up though i'm interested in how you solve this @viral obsidian
it's @vast cobalt, he's working on v2 with me (mentioned in the [v2](#1200695291972685926 message) post)
Eh? Shouldnโt masked mimic the same person that their skin matches? Is that a config option?
i think it means the look not the voice
ah right right
yeah this, although i did forget to clarify that it's for natural spawns
Imagining a mod where instead of working for a company that deals in salvage, you play as researchers dedicated to documenting monsters and other strange phenomena in as much detail as possible
SweetOnionโs LethalSnap mod already gets you part of the way there
Yooooo das insane
wait what?
They added voice mimicing to base game?
if it's disapointing then you better out due Zeeks
oh nevermind lamo
I thought ya meant based LC
lamo
Current methods I can see working would be to use the MultiAudioListener package, causing mods relying on AudioListener to be incompatible, or to clone audio sources within a range lol
From what I've read though, nothing should be reliant on AudioListeners anyway since it leads to unreliable behaviours
and Lategame Upgradeโs thing with collecting monster samples
the more research, the more u can upgrade ur equipment. which in turn better help u with researching even more dangerous entities
i need help
Hello, @latent shale, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
that'd be soooooo fucking cool, although one of the reasons i think recordings are a lot better is cuz u can watch back those moments with ur friends at the end of the round
interesting, if that's a 3rd party package thats prob why i havent heard of it yet
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?
I was assuming recordings would be a part of the research, like catching footage of them in the wild
try setting the ImitateMode config to NoRepeat if it's not that already.
if it's already that, im afraid it's not fixable in v1 since it's randomly played back.
this will be addressed in [v2] (#1200695291972685926 message) eventually
yeah, for some reason they keep saying the same stuff even with NoRepeat. i guess it just might be the system getting overwhelmed because i have so many voicelines in reserve?
(i play a lot of solo)
hmm i might need to look into that
that doesnt sound quite right so it might be bugged
well norepeat mostly makes it not repeat if you have more recordings
thatd be perfect actually, ping me when you've sent it
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
honestly can u make that into a #1188298686560739389 LOL
it's such a better way of describing it compared to what i wrote there
so it still often plays the same lines in a row? oof ill definitely have to look into it tonight, thanks for letting me know
yeah, it's actually funny for me
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
is it ok if we speak a diffrent Language on the clip?
yeah thats fine
ok thanks!
damn if u have hundreds of voicelines, it shouldn't even have the chance to repeat the same one until those hundreds are played
yeah the mirage folder in my lethal company has 3,125 files ๐
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
so if you have 3k recordings and it sometimes plays the same recordings in a row, well, thats definitely not working properly ๐ญ
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
I suppose I could do a little write-up when I get home, though I donโt have skills when it comes modding Unity games
nah what u had was great, the #1188298686560739389 section is for ideas only, and hopefully a modder interested in it will make it into reality
background noise and whatnot are going to be filtered out while the mic is being recorded, so that it doesnt fill up ur drive with a bunch of nonsense audio
that also includes keyboard typing
if mumbling gets past the recording filter, it's possible, but probably not planned for now
there'll be adjustments to make things better as we test things of course
oh what's the folder's name?
Wanna clear it out just in case-
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
either way though, the folder is located at your lethal company folder, and then inside there should be one called "Mirage"
(unless the recordings have already been deleted. in that case it'll be missing)
it annoys me so much how people put dashes at the end of their sentences
im more of a triple dot kinda fellaโฆ
No way-
Don't do it often but ellipses are better yeah
it's gone but I think it's due to me not playing with it rn
as I set to delete when people leave
i used to put a ~ at the end of my sentences back when i played maplestory ๐ณ
I think I developed a habit of doing it recently
yeah thats why, isnt that what u want anyways? so u dont need to manually delete
ah
yeah just wanted to see if it bugged or not
ah
Also tested Mirage with the new model replacement update via gamemaster-
Safe to say it works lol
yep it's amazing, im so glad bunya was able to find the time to work on it ๐
fr-
Rn I wanna test out infected company with the lethalcreature mod lol
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
ah icic
STOP
?
YOU DO NOT NEED TO PUT - AT THE END OF EVERYTHING
yeah uh- sagey, u gotta chill bro-
I'm sorta doing that but developed a habit of typing it at the end of scentences when messaging
go for it- only sagey is affected-
Gosh- I might just start doing it-
it's to be like you're being cut off
yeah but it's overused
a harmless typing quirk usually though
you're one of those clowns i've heard so much about
true
Same-
anyway issues with it is very likely a personal problem
can you add so hoarding bugs only imitate when using lethal phones
not really planned for now, already have too many things on my TODO-
there ive joined the club-
so i got a problem. i cant make a clip with the issue
wdym?
like it's not really happening anymore?
thank you, mr. mirage man
wait is it stuck on the pipes ๐
It's a weird vanilal bug tbh
The amount of times in v49 I've seen mimics somehow end up stuck in a wall
i remember one time i got teleported in the wall
bls fix zeekers
no i cant record
ah all good ill just try and investigate myself later
v2's conversation system is just gonna be character AI but with pre-set dialogue and your own voice
man imagine holding a convo with ur own doppelgรคnger
guys i cant disable masks spawning from bodies please help
?
you mean spawn on death?
yeah
just set it to 1 or 0.1, full on 0 might confuse something within the mod
aight
also letting the masks sync with your emotes is so devious, it caught us so off guard lmao
0 for SpawnOnPlayerDeath works though, @vale pine do u have MaskTheDead installed maybe?
i do not
I think I was having a similar issue before
You have Symbiosis?
nope
ill test it again tonight just in case, but having it set to 0 was working for me, the last time i used it
I used to have issues a lot with people coming back when it was set to 0
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
Even with no other mods that touch masked
What did you end up setting it to?
kinda, if by pre-set dialogue you mean picking the best match based on previous recordings, then yeah.
the machine learning part is basically it trying to learn how you respond to different phrases, and then picking that closest matching recording if it exists
It's definitely a bug with Mirage but I just started ignoring it cus you could never reproduce it barch
that's one of the goals ๐ณ
yea idk i've tested it so many times and it never happens for me
not a single time
Nothing really prevented it in my case
maybe it's a rare occurrence thing though
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
It's funny to have bodies just disappear from the ship and magically spawn inside though
so i guess there'll be two things i'll look into tonight:
- checking if
NoRepeatactually is repeating voicelines, and if it does, fix it - checking if
SpawnOnPlayerDeathset to 0 is bugged
well if it's bodies disappearing and then spawning, that's not from mirage
SpawnOnPlayerDeath happens as soon as you die
This is exactly what I had happening
you definitely have a mod that's reanimating dead bodies
mirage doesn't have the code for that
@solemn ridge You have Symbiosis?
Now thinking that their config is the one thats bugged
I do but how would that reanimate bodies?
Stench of Death does it
Really?
Look in the config
i dont have symbiosis and it still happens
@torpid arch i got hit with the strays again shruge
its gotta be something really obscure
Then you have another mod that touches it
Must not actually get disabled when turned off in the config
Maybe TakeThatMaskOff or MaskTheDead
what happened ๐ญ
nah i dont have any of that
some other mod is reanimation dead bodies im pretty sure
but ill still test it with it set to 0 anyways
i have brutal company minus but it was still happening before i installed that
"it must be weathertweaks fault!!!" situation
it has never once spawned a masked enemy at 0
Post your mod pack for batch to test lol
ong ๐ ๐ญ
He'll find the conflict trust
im not looking for a conflict, im just testing if it's from mirage
018ea14f-8d69-2416-5485-56ee5dde5523
i dont have time for that ๐ญ
ignore the disabled stuff
and the way im testing if it's from mirage is by only running mirage
how often does this happen anyways @vale pine
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
if you'll ever be in a situation where you cannot find any conflict: #1213797469192855553 message
Can someone just make a separate mod for that?
like every time someone dies and we dont bring back their body
that was quite the afternoon
Oh wait
Yeah I just removed it, Hording bug thing is cool but not worth the hassle
yeah it is
oof lmfao
also the spawn chance is set to 1 rn bc someone in here set to try that like 5 mins ago
i'll double check that but i doubt it
set it back to 0 before testing
Where you refering to me or was someone else working on audio as well?
oh are u working on that rn? do u have a WIP mod release page or anything?
Does this work
I was gone for a bit i just reset my computer up to start working on it again
sick
ayoo waddup mik
im just trying to make a modpack for my friends rn
i just hope it doesn't break super hard
i dont remember if ive ever told you, but its Mi6k/Mick
but neat
ah bet
Just finished 7 hours of editting
to produce 30 mintutes of mid
to render for 1 hour
dropping some youtube vids or what
youtuber mick is back baby
NO
I AM HERE FOR THE SHAMELESS HYPE TRAIN
collecting my 12million views and dipping
@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
@latent shale could you drop your profile code? i just wanna confirm something
@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)
there's definitely something in your modpack that's reviving the dead bodies
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
Yeah I took Symbiosis and Nuclear Lib out of mine
Kinda weird that it would even set that for the flies tbh
nuclear lib can do that? or is that just a dependency of symbiosis
It is
But why have the lib if not the mod?
Lol
nah was just curious cuz if nuclear lib does that as well i was about to be like ๐คจ
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
either way it's confirmed not mirage though
Darkk is also having other problems atm
Respectfully, given how tragic some people's modpacks are balance-wise I might have to actually start making public ones
Me just waiting for V50 to release so I won't need 2 seperate mod packs anymore
LOL
im just waiting for LLL to update before i start playing v50
too painful without all the custom moons
Yeah
(and interiors)
Custom interiors for sure
Rosie's Sector-0 interior and the interior Starlancer is working on are gonna be so good for Artiface
the vanilla interiors
do not fit
that moon
At all
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 ```
Btw got this error earlier, I didn't notice anything happen but thought I'd post anyway
It was in the middle of a game based on the soundapi debug
ah wait i think i might know what the issue is
probably a non-issue and is just cuz of my flawed implementation in v1
Yeah I figured it was probably nothing, didn't experience any problems with Mirage in those games
still good that u mentioned it though, cuz if u see an error from mirage, most of the time it's doing something unintended
so thx for the report anyways ๐
Yea np, I was looking for a different error but found that
Oh I thought you were working on the visuals only. I hadn't started yet so this is good info if you're doing audio too
I somehow got ai before audio, but audio is a bit tricky
see i knew the audio part would be non trivial
kinda curious how the minecraft seamless portal mods solved it
Someone else was interested in audio through doors but also yes I assume you have it for seamless
I'll let you have a crack at it in that case, since you have a base to work off already ๐
I'm also just hoping for better audio culling if that's the word so I can't hear people through 6m of underground.
I don't know if there are games that have this. Might require something like pathfinding
how are you hearing players underground? are u using an interior that has multiple levels?
i remember an interior having an elevator so im wondering if ur talking about something like that
I mean between tunnels which pass eachother closely but are infact only adjacent via manymany more interior blocks
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
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
but since it's not culling in the performance sense, it'd still process the same
oh wait it sounds the same from all those positions? oof
i guess i just haven't played the game enough to notice
"where are you?" "I think I'm above you and unreachable"
interesting, what if you posted about that in #1188298686560739389? maybe some modder could figure something out hopefully ๐ญ
I'm trying to clean up my notes for mod requests and send them all out including GitHub ... It's a lot of work
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.
ah that's fair
mutiple times in a row
My profile code yes
018ea3fb-39b9-56df-ffda-08cf09a1293a
not mirage but are those dead masked feet always has a collission on them ?
i dont remember honestly lol
it's vanilla bug
https://docs.google.com/document/d/10juayqRcTOm4A4qG02ITcwqNfcwsWcXQlDc1ndjdRKw/edit
Here full bug list of v50
O.o the lightning particle bug should also be added to that list them ๐ค
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 )
yes
my guy u dont even have mirage installed ๐
u have skinwalkers
that's why it doesn't work the same
@eternal bridge still curious why you also run into this though, could you send me your solo modpack
i deleted it because it didnt worked
skinwalks and mirage aren't compatible-
my solo modpack is my modpack for everyone i just don't play with friends a lot 018ea5bc-18e2-3705-ab43-4e06d80cfc03
they do the same thing-
mirage does it. better
exactly
alright gonna try ur modpack out later in a couple hours
i actually hope i run into the issue ur talking about
so i can see how to fix it
cuz it just wasn't happening to me when running mirage by itself sadly
i'll try looking into ur modpack again later then with mirage installed
didnt barch said something about using skinwalk for anything but masked while using mirage
or is that not a thing anymore lol

yea it was long ago before u implement dissonance stuff
oh also
is it possible to make the masked jump ? ๐ค
the last interesting thing i see from masked related stuff was modelreplacement mod give support so masked can get the model too
Art
would be awesome
that could potentially be a part of the AI changes later on but not planned for now
OOH
qwbarch, look at this if you want ideas https://discord.com/channels/1168655651455639582/1221614014954606645
some of these will not fit]
i've already got enough things planned tbh, the issue for me is getting to it since i have limited time ๐
Just make time. :p
yeah I'll get right on that
Comic by Shubbabang, who was kind enough to lend her voice for the animation! You can find her here:
https://twitter.com/Shubbabang
https://ko-fi.com/shubba
https://www.patreon.com/Shubbabang
https://society6.com/shubbabang
i like how spoiler-ing a message literally doesn't work
like i don't even have to reveal it i can just see it
this one
shouldn't i have to click it to reveal the message?
huh... .,.
yeah it's already revealed
spare me your tricks
o, o
you're NOT a r34 comment
but not for me
so you don't believe me
Back it up with a source >:o
just click outta this channel and click back in
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
it should be spoiler'd - and if not, send me image of the link message >:o
||POOF||
no
i don't mod discord
what is dis setting on
oh nooo!!!! i now know something that other people may not know!!!
watch 3FS
@deft cape Mirage isn't deleting sound files on game exit
Fix your broken mod
lol
sounds like u have a mod causing it to crash, making unity's onapplicationquit not work
cuz it definitely works on its own
That wouldn't matter cus normally doing a fresh boot and quitting after that deletes the folder
and even that wouldn't delete it
wdym, it deletes the folder but not the files? ๐คจ
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
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
what's the mod that's causing all the extra stuff to spawn on the exterior of the moon? e.g. mines and turrets
i thought it'd be brutal company but you don't have that
actually it does work for me, but im assuming what i have in my code is still a problem anyways so im gonna revert that one part that should fix it in all cases
umm
totally a question for a friend
what update started that?
., .'
and how do I check if my sound files are not deleted
1.3.0
assuming your LC is installed in the default location:
C:\Program Files (x86)\Steam\steamapps\common\Lethal Company\Mirage
I uh... don't see it there .,.? ... does that mean they're gone cause there is no Mirage folder?
yea that means it deleted it fine for u
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
I played v50 last night with besties and it seems to have deleted
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
@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
- 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
Oh- as in this is what they'll see when looking at the mod page first here? -
yeahh exactly
um.. Keep this section still
the way i've worded things can probably be better
that section is solid o, o
i feel like this part can definitely improve a bit
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.. ...
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 ๐ค
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...
yeah good point...
i need to start getting people to proofread my readmes cuz it's just terrible ๐
It's not- it's actually difficult to rephrase this
i feel like the "permanately" part sounds a little bit weird
yeah..
"Each enemy imitates a single player during its lifetime" i thought about this, but it's also weird
Maybe the initial line above it needs fixing to assist the lower lines
hmmmm
- 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?
should the model replacement support be included
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)
heck
wait that probably has nothing to do with mirage
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
how about removing "favorite"?
yeah that's better, lemme read the other lines
i like that
yeeeeee it's a ton of emphasis on it now ๐ซก
alright that looks a lot better
thanks kev ๐
checking the rest now ๐
โค๏ธ
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
- 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
- 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...
i feel like masked enemy makes sense
yeahh
Masked is just being specific to the name ๐
people also call it a mimic but im not calling it that since that can get confusing
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
ah
like "Spawns a masked enemy on player death, at player's death location (like a player turning into a zombie)."
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
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
yeah i'll just say all features can be configured
Yeh
The only one not configurable atm is "where" the masked spawns on death
but that shouldn't matter
yeah ppl should get the context anyways
maybe hide the tiniest asterisk near "all"
;p
font 2 asterisk
allโข๏ธ features can be configured
trying to fit that 4th line in but kinda can't since the current behaviour isn't like that
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
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).
first line i changed back to the original cuz i felt like it still worked and was a bit more succinct
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
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
hecc true
i'll just hope viperian makes a proper showcase one day when v2 comes out i guess and show that LUL
Then dust your hands off the readme. It's gud c:
add as the final line stating all things can be configured. Config nuts love that -w -
or just somewhere buried in that readme
Yus
Icing on the cake
"Disliked anything up there? Ye can configure it~"
no - don't add that word for word
i guess im gonna remove "configurable" for every other line then
since it's redundant now
Mmm... no no
๐ ๐
don't remove the configurable for the "Every enemy" part
honestly- keep all configurable stuff
ah bet
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"
unless you make it like - a disclaimer right under here?
"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
i suppose i could just add the disclaimer right before the list
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 ., .?
wouldn't removing the "configurable" parts be fine if i just bolden the disclaimer tho
Yus
since their eyes probably gravitate towards that part
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.
what about this?
I thoroughly enjoy seeing streamers still fall for it ๐คฃ ...
oh sh it if you happen to see a streamer falling for it can u clip it for me ๐
was funny to watch it happen last time u sent one
๐คฃ
tyty, and also thanks again for going over the config ๐
lmaoo
the one thing bothering me
what if
is the inconsistent periods
you shoved it here?
In parenthesis or something
"Features (All features listed below can be configured)"
oh yeah that's even better
ngl i didn't even notice, time to go look over it
jeez i noticed it immediately now that u mention it
LMAO
๐คฃ
(also small typo on arms out line)
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
yeah good idea to fix.. who knows how many people avoided downloading the mod because of the inconsistent periods in the readme smh
oh, the dash between arms and out? . ,.
literally unplayable bug ๐
it was "off of masked enemy"
would have to be "of a masked enemy" or "of masked enemies"
yeah
alright fixed tyty
Saved the readme with that period. Thank me later.
that period thing was bothering me so much after u pointed it out
can't believe that was there the whole time
i removed
they're not a period sympathizer
||I see you never have a time of the month then huh-||
||idk what this even refers to ๐ ||
||women periods =w='||
||oh certainly not ๐ ||
fuck it might as well, just realized the rest of my readme has periods
ill do it just for consistency
Can you add periods there?
BET
๐คฃ
It'll make people wonder
what the hell is wrong with the features section
omfg
wait
ok
surely that'll get people's attention span back
this is probably just a personal thing but I would do "Voices are synced..." in that first section second line
you made an ascii art of a masked diagonally peering from the side of the features
(and optionally "the same words" as well)
Yes
idk how that'd be formatted tbh
bet lemme modify it a bit
it's just more of a consistency thing
since it has "the same voice" and "the same time"
- 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
Yus
ye
peer review ๐ฅบ
oh
๐ฅน
got another
say o ,o
๐
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
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
yeah yeah I forgot that it was seperate
- 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.
request: Put the "0 = Disabled" somewhere in here
oh true
A line right under the first one
ill do a complete revamp of the config in v2 as well
although
just for now i can't cuz of backwards compatibility
but i'll update that config's comment
spawn alone doesn't seem to have a seperate spawn chance?
True
oh true it's the same, so i guess combining it is fine
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
- 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
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
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
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
- 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.
completely forgot i should've mentioned that mod ages ago
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
oop gimme a sec
true ๐
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
my friends say masked as mimic so many times
it's unheard of
should be at the company building
not unless i start making them spawn inside the floor
actually that does make more sense
change it to at
yee
was trying to find an example
but two mods i just looked up use "at"
I swear I've seen in though
with that "at" change
at just makes the most sense tbh
I think readme is gud ๐ ... missing 60 useless periods to the right
missing the ascii art ๐
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 -
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 ๐
ok
but
and hear me out
who teh fuck is on thunderstore on mobile looking up lethal company mods? . ,.
i do ๐ฅบ
i usually look at mods during my free time, which usually means im on my phone
me too
i only ever go on the TS page when im actually installing it
ok fine- no ascii art
otherwise i'm browsing it on my phone
But know that this makes it a 1/10 mod, add Fish AI to make it 3/10. -3-
and ascii art to 10/10 ๐
i wonder how much demand it'd have
give me stardew fishing
so I could fish on March
any flooded planet
Vow
Atlantica
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"||
maybe the mod could add puddles
be the change you want in the world ๐ป
make the mod urself
TRUE
๐
I can't ; w;
i made mirage because i wanted synced voices ๐
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 =
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
time to chatgpt it (dont actually) ๐ณ
i coded without an ide back then๐คฃ
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
ur a masochist
bro i blame the youtube tutorial i found
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 - ...
if you understand java you'll be fine with c#
n just because I'm solid with english, I should be fine with Spanish
not the same comparison ๐
it's more like
if you're solid with american accented english, you'll be fine with bri ish accented english
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
baaaasically ๐
there's a guy making a black mesa interior
he said he has background in 3d stuff, but no experience in programming
"I'm with the science team!"
he also said he's been using gpt4 for programming
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
according to dude... gpt 3.5 is ass but gpt 4 (which u have to pay for) is very good
how willing are you if I say I see 3 things I would change
๐คฃ
im down to hear it
I'mma go to bed. I'm tired as hecc
"Voices are synced..."
"Default is set to a 10% chance..."
"Remove the mask off of from a masked enemy." (Or, "...from masked enemies.")
gn kev, thanks again for the help ๐ซก
good night lil fur ball
(Optionally, add "The" before both "defaults" but that's w/e)
I'm assuming that was meant for me ๐ ... :3
Good luck all. curl up tiem
ur pfp
it's certainly more useful than 3.5, but it's still not good enough to basically code an entire thing on its own, at least anything of enough complexity at least
Yus
a furball
will take a look in a sec
oh.. yeah i accidentally replied to wrong person ๐
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
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
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
tyty
alright time to push the update with the fixes soon
thanks tumble & kev for the peer review ๐ฅบ
do you really like singular "Voice" for that 2nd line lol
err I guess 3rd
anyway, nbd
I feel like i'm missing something with the finished version
mirage downloads gonna exponentially increase after this updated readme gets pushed out ๐
u know it ๐
i already uploaded it gg
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"
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
true true
Although actually, the suit and cosmetic doesn't change after spawning so it technically is a "was"
if i was an english professor i'd give this readme an A+ ๐ฅน
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 ๐
both make sense we chillin
also pog
it's time to grade the config next professor
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
Ty king for fixing these bugs lol, I never had the voice clips repeating but the multitudes of undeleted files was wild
im guessing when if the game didnt properly close, it never got the chance to delete them huh
lmk tmrw if it is confirmed working for u, since it was working for me either way
that's certainly a reason for it (and that still is a problem since if unity doesn't notify me when it closes, i just won't know when to delete the recordings), but the issue that i introduced in v1.3.0 had more to do with my usage of async in there
it should rarely actually be a problem, but it's certainly there, and it happened to lunxara
ah.. also why not try to deleting at game boot instead?
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
yeah thats a concern considering we have some unstable mods
tbh for that, it's probably better to just remove or temporarily disable those unstable mods
i think it's a non-issue personally
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
@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
maybe i could reintroduce it in the future, i actually did delete on startup at one point, dont quite remember why i removed it tbh
hmm actually wait no. it would still be an issue.. ๐ค yes it'd eventually get deleted once u properly exit the game.
but assuming the player just boots in after crash, they'd have recordings from previous session when it's not supposed to be like that.
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
all the weirdge devs quietly looking at qwbarch coz they update everytime for every small thing ๐
