#Mirage
1 messages · Page 19 of 1
yeah just want ppl to know about it, since it wasn't working supported for quite some time
at this point, people should just call em doppelgangers lol
y'know i was actually thinking of calling mirage that instead at one point
but i just wanted a shorter name
cuz typing doppelgangers is just so damn long
cant wait to bump into my friend's thicc doppelganger. it was pretty obvious before it wasnt him, but now the MRApi thicc suit will show. 🔥
true
i wish we could just say mimic
but the fire exit mimic exists
yeahhhh
mimic is the best name for it imo
it's short and simple
and everyone already calls it that tbh
LMAOO
even better, get ur VR headset on and just look down
lmao it wont show
oh :(
actually that was the issue i brought up with MRApi dev
😭
ur thicc suit was rendering over the camera and obscuring vision
i guess it's time for another report
o
nvm that sounds like something not easily fixable since it's not changing the camera location
in LCVR, ur only supposed to see ur arms
U MEAN I CANT LOOK DOWN AT MY BAZINGAS? sadge
u could look at ur friend's bazingas instead
i still have to look into one issue that pervades either flatscreen and LCVR.. and that's my cosmetics popping up on other players when i emote, looking through mirror, or look through polaroid camera.
i remember bunya saying they might make a separate m od where it changes the camera location rather than being a cosmetic-only mod, so that could potentially fix it covering the camera
the MC cosmetics im assuming?
might be a @flint heron thing, pretty sure he's the one maintaining MC right now
fr? the original author isnt working on it anymore?
The original Author just pushes the changes live
Kind of like how Eba pushes the updates for LL and LT live on TS but no longer works on them
i dont see an update for MC tho.. not since February
yeah 1a3 has been pushing a ton of updates, author of MC just hasn't pushed it on TS yet
and with that version i didnt have any cosmetics issues until later last month
think they said they're waiting for v50 to push it
so thats why i dont think its MC
ah
ah i just read what bunya was talking about in your linked message
so it is MRAPI then
now that i think about it, i saw all those messages in the past, just had no idea what u guys were talking about since i skimmed through them lmao
i did suspect, but i wasnt sure if it really was the case. me and my friend in that image arent wearing MRApi suits. we do have the mod, just not wearing it.
@glossy aspen does MRAPI touch a player's cosmetics if a custom model isnt being used?
if not then it might actually just be something for 1a3 to look into
Yes, what is the issue?
this @glossy aspen although sashimi already reported this and you responded there: #1187188516644474911 message
was just curious cuz if there's 0 chance it's from MRAPI then 1a3 would probably have to look into it, but in this case i'm guessing it's an MRAPI issue?
That's 100% a cullingmask/layer issue.
Unfortunately there is no standard for culling masks or layers.
Thanks for the report though. I will look into it and probably have something released with the other bug fixes next update.
Does mirage work on v50?
Last we checked it does yes
is all setting depends on the host cfg file or everyone need to change?
Some settings are independant to each player, like when to delet recordings or muting yourself, but everything else will sync to the host automatically
Just shove me a DM of yer entire readme and I'll gib edits 'n stuffs. Probably not anytime soon cause I haven't eaten in like 16 hours
and I stupidly wasted more time on Blender like I could make something
-u- Gotta love stubbornness
Throw enough hours into anything and you’ll have to have made something
I don't believe in that myself - cause I've thrown nearly a day and have failed. -w -
Its just a matter of how much pain you can withstand before then
Lmao
I feel the same way editing anything in Davinci resolve
Inside of my brain feels like the gmod item prop collision sound effect
after failing hard enough - it's the HL2 death sound
in my head
most of the time - combine-sounding
dear god no
Haha
Get those hours up
hazards outside
oh all good the repeating voice thing should be fixed now
i guess this is fake?
Oh a clone of a clone of a clone of a mod about clones?
There's a specific thread for that mod. See here: https://discord.com/channels/1168655651455639582/1184403394660663326
Those nametags should be fixed now, as well as the weird cosmetic issue.
I don't know why I've received half of my bug reports in the Mirage channel, but the feedback is appreciated.
damn i thought qwbarch was the mrapi dev
Wha why
lmaoo thanks bunya 🫡
ended up just deciding to port mirage over to content warning despite (content warning game spoilers) ||there already being a voice mimicking monster in the game||
i'll resume work on v2 after my port is finished, mostly just copy pasting mirage and then removing the game specific functions with cw's instead so it shouldn't take toooooo long
@deft cape Mirage is not deleting the files on game exit, I've closed the game plenty of times without errors or crashes
and it never deletes them
Your mod brokey bls fix
send logs i wanna confirm something
one of ur mods is definitely screwing up onapplicationquit
I'm telling you quite literally the logs say nothing
The only thing I can guess it would be is Async Loggers
Cus it touches how the game quits
can u try mirage 1.2.0
@fiery hazel Is it possible Async Loggers prevents Mirage from deleting voice files on exit?
since im assuming that one was fine
i highly doubt it
plus i run asybcloggers and it deletes fine for me
Weird
unless async logers is crashing the game, absolutely nope
Do you have it set to Await though? I changed it to be set to Await
also i heard you use the onApplicationQuitting qbarch
i use the quitting event instead that should happend as the last thing
idk what u mean by setting it to await, what's "it"?
oh yeah ill go read up on the quitting event then
either way @solemn ridge try and see if an older version works
cuz if not that means another mod is definitely screwing it up
i was originally using wantsToQuit but then people pointed out that quitting was more fitting
@deft cape it makes logs finish writing before exit
Maybe the difference is that you use Instant
Idk
oh if you have the onApplicationQuitting in the Plugin class then it will not run as BepInEx removes the object after the Awake call ( unless in the BepInEx config is set to hide )
only event that is ensured to run is the Awake, not even the start
I have that setting set to false
yeah and @solemn ridge has it set to false as it is the suggested value
That might be why the files don't delete for me then
logs arent even related so it's def not that
so @deft cape you cannot rely on any events other than the Awake
event in the meaning of the Unity methods inside a component
yeah it's registered in awake if thats what u mean
oh wait
jk ill read again in a bit
making food rn
i do not know how to read your f# code 😅
dnspy time i guess
nvm you are already using quitting
also love that you simply ignore any errors while deleting 🤔
Would explain why the logs say nothing
even DnSpy is mad about F# but at least it is somewhat readable 😅
@solemn ridge can you try Async_Experimental, current async does have an exception while closing if the Db is disabled
Sure
Was there a reason why you deprecated LobbyControl Experimental again btw? You never pushed the changes for Async Loggers to the stable branch lol
Idk if those were needed or not tbf
LobbyControl Experimental is now in line with main so i deprecated it
Ah
while AsyncLoggers_Experimental is going to always stay deperecated so i do not get false reports from people dowloading it in stead of the main one
as i recently passed 6k downloads on last version 😄
it's because i don't want people to think there's an issue if it fails to delete because of perms
i'll put a version with it logged in experimental later
cuz it's just easier and less typing imo
compiled code is so much worse tho, i'd not be surprised if that could cause some performance issues 🤔
but the mod does not have any perf issues atm so all fine
just feels like looking at obfuscated code 😂
Okay well interesting
it's certainly worse than pure c# since there's more indirection
but in practice it's not really an issue unless i'm writing cpu bound code
and all of this mod is io bound, except for i suppose stuff in v2 i suppose, but those parts are in python, which are delegated to C by the libraries anyways
wha- so async loggers did affect it somehow? im so confused
cuz it hates u 😭
Async registers itself in the quitting before it, so if the callback crashes it prevents subsequent callbacks from beeing executed
It's probably partially written the the io stream didn't close gracefully
yea but lunxara said shes' not getting any errors on quit right, so thats why im confused
idk, i know Diffoz reported me there was a crash on quit qith DB disabled ( an NRE ) so i fixed it
I did sometimes crash on exit before with the db logging disabled
But the interesting thing was it would always be LGU that threw an error
XD
pretty sure the issue is still not with mirage based on what im hearing
it was not a hard crash, just an exception thrown and logged to Player.log
For me I got a hard crash earlier and this is what was logged
It was when I quit from main menu
yeah no the quitting is litterally alt-f4 or closing the game entirely
So what would the solution for all of the files from mirage to get deleted be? Have it run it's code first?
me fixing async 😂 which i did in Experimental and will push soon to main
( or keep db enabled )
Haha
It's still weird that the 1 file remained but yeah
It at least deleted them
I may just keep the experimental build in the pack if it's not gonna cause issues
Seems to be the safer solution tbh
nah it's exeprimental because i added a new API upon request and i'm waiting for the requester to test it. anything else is bugfixes so it's 100% sable
@eternal bridge have u got the chance to run the latest version? just curious if u still run into the issue of the same voice clips being played multiple times in a row
Hi. Is there any plan to disable the feature that forces Masked to be spawned, and overrides the spawn weights set in LLL/LQ? I would really prefer to use this mod over Skinwalkers.
Or... do i read it right that MirageExperimental already solves this issue?
just EnableOverrideSpawnChance = false. Mirage stable branch
and SpawnOnPlayerDeath = 0 if that's what you want
I just read on the thunderstore app site that this is not aviable, I'll check it leter when i have time, thank you very much :D
that setting was just introduced in 1.3.0. should be working.
xCore is correct, this is indeed how to turn off custom spawns
does Mirage work with v50?
awesome! Thanks
on the davinci grind 💪
when i die and go to hell
My little corner of hell will consit of one computer
with a single stick if 2gb ram
a gtx 1660 super
and a 2 core cpu
now the real question is, are u editing vids or are u doing image stuff with davinci 🤔
installed on the computer is davinci resolve
and I have to edit 500tb of 4k footage
and then i get to go free
both
what the hell that's the most storage i've ever heard of someone having
im jealous
its all a harddrive
When lethal phones synergy done?
is it planned for masked to talk over walkies? (either just in general, when they're near a walkie? or, if it's planned, when they're holding one?)
Well for that maskeds would first need to be able to grab stuff
Yea yea
Is there a way to set how many recordings to have as a maximum?
not planned for now
probably not anytime soon, if it foes get added it'd have to be after v2
thats planned for v2
edit: oops i want to clarify, the max mb of storage will be configurable, not the # of recordings
30 on 30
ideas: carry items: If not a flashlight, maybe holding a random item that would naturally spawn on the current moon. Seeing a Masked hauling around an Axle, then drop it whenever they hold out their hands to pursue me would be a little dreadful in the moment (maybe slap some modified hoarding bug code? just for dropping/picking up items with something added so that they can turn items off/on... maybe make them click flashlights on/off?)
maybe a random (also configurable) chance for Masked to jump when they see you/jump across gaps/actually climb ladders?
masked will occasionally emote upon seeing a player (dance, point, crouch, etc) and if you have modded emotes (more emotes, not toomanyemotes) they will do those as well
masked can enter/exit fire exits and will get killed by mimic fire exits
at most i'll probably just look into making masked enemies hold the items the player was previously holding
if it wont take too long to implement at least
need to finish my CW port b4 i look at it, and no promise that i'll implement it anytime soon either if it looks like it'd take too long
for emotes: masked can already use emotes, it's a feature from the emote mods itself (not sure if all of them have it, but ik it exists)
for the fire exits and whatever changes that requires AI changes, i prob wont be doing that since i want to avoid changing the AI until im ready to start overhauling it as a whole
also IMO having it die to mimic doors doesnt sound like too good of an idea since that'll just often result in less masked enemies around
similar to someone else's feature request where they wanted dogs to attack an enemy that mimics a voice
if that happens, the main difference is when you go outdoors, the enemies that can talk will probably just be gone
since the dogs killed them before you've even seen them
TooManyEmotes - best emote mod ;p
oh yeahh that's what it's called
bruh
its just silly af
like the emotes are just like standard(t) unity mocap thingies
only reason i got it is so i can make the masked stop and stare for a really long time
I really would like it to have more simple emotes tbh
@solemn ridge @deft cape ive heard a lot of chatter about symbiosis, what kind of problems is it casuing yall?
just cleaning up my modpack and got reminded i forgot to ask about this earlier
its stench of death feature revives corpses / masked enemies after a minute of them being dead
technically not an "issue", but ppl thought mirage was bugged when it was another mod reviving masked enemies
ive never heard of such a thing
just go to the symbiosis page and then search up stench of death and you'll see 😉
yea i meant search up stench of death on the mod page
I
wait it only says flies actually
idek anymore
but bodies disappearing and becoming masked enemies sure isnt from mirage 😭
cuz i didnt code that in
@solemn ridge u have some other wack mod that's bringing back the dead
surprised that tank of a modpack runs (with my help)
we did a test run today of pre release
went good
im lying
the modpack worked
the people did not
they are morons
i have video evidence
maybe its this one?
nah she doesnt have that installed
honestly no clue what's reviving stuff in her modpack
sounds like me when im playing
i just run around like a headless chicken
Fr fr-
I might try to host another v50 game
Making me wonder if people would get fooled by the masked-
Though people are too busy or playing CW
Content warning is kinda adjacent but yeah less people rn
it doesn't seem to work on peepers..?
No
I don't use that mod
Hey, you said that V2 would be quite GPU intensive due to machine learning, will this be true for all players or just the host? Secondly, will an RTX3070 do the trick? ty
I would assume the 3070 would be just fine lol
What do you want me to do w this
you said simple emotes i gave yu simple emotes
His plan is to have lower spec clients offload work to higher spec clients. So if you have the best PC out of your group, you'll be doing the most computations
idk maybe make it more see-able (boost da popularity)
Giving me an idea you have for emotes isn't the same as giving me the emotes 😭, but also there isn't really anything I can do to increase visibility. If someone wants to make it, they'll make it
We'll very rarely manually delete any threads. At most lock them. Either you got sniped by automod for something, or you got done in by Discord
It did last I tried it
It does that??? I thought it just made them stinky
nah i misread the description oops
either way that feature doesnt come from mirage, cuz bodies that are already on the ground cant magically disappear and spawn a masked enemy
that itself is a coded in feature of another mod for sure
not sure if it'd be considered gpu "intensive", but a 3070 is way more than enough.
like debby mentioned, work will be offloaded to people with better specs (and only on cuda, which a 3070 supports), so you should be able to support a bunch of other clients by yourself. at least, thats the eventual goal
@swift violet
It didn't get deleted #1223268514178142270 message
@deft cape
I tag you because I am sure you would like to see the video. I was playing with my friends and as you see in the video, I encountered one of them here but.. it wasnt my friend.
The mirage mod tricked me so hard because it used specifically two lines that was perfect on the context of the situation hahaha
So basically I am saying: great mod! Also the volume is perfect, my friends and I cant notice if its the monsters talking or not.
LOOOL that context makes it even funnier
i wish i could understand it first hand 😂
what interior is that btw, dantor's hospital?
oh wait jk misunderstood u, thought u were saying that in game for some reason
but yea recent updates i tried making the voices sound the exact same as the players so it's waaaaaay harder to tell the difference now
(for the voice at least, looking at the masked enemy's behaviour is a different story ofc)
Basically I see him turn back and say: ttmax? (we call him that)
Then he starts laughing and says "haha it would be crazy" like saying "it would be crazy if I was a zombie haha"
So I laugh saying I believe him, turn back to him... but the biggest thing was that one of the mechanical things almost hit me and the zombie says "oish" as if he saw that I was about to get hit
At that moment I was 100% sure it wasnt a zombie
Buuut.. it was
Its very good right now!
LMFAOO
i love when coincidences like that line up
We all laughed pretty hard when I showed them the clip haha
😂 😂 😂
Yes, its dantors hospital
btw idk if you've seen the v2 stuff but if you haven't, take a look at #1200695291972685926 message
it'll be an upgrade from random voice clips
Yeah saw something about AI right? I actually had a question about it
Would it only work on english speaking people? Or could the AI know what lines to use also for other languages?
it works on other languages, but not all, so you'll need to check if your language is supported: #1200695291972685926 message
just be aware that it has to show up on both of those lists (just read what my msg mentions there)
Yes
ah nice 🙏
Excited for v2 already haha
:D
does this work with maskedenemyoverhaul?
Yes, but there aren't many features in MEO that Mirage doesn't cover anyway, what are you using MEO for?
I turn off nameplates
Turn off or turn on? Masked don't have nameplates by default
Oh I have them off but I also remove the mask from the enemies
Mirage does that
Yeah there's a couple small things but largely yeah
Awesome, thanks @lofty sorrel 😄
Experimental nameplates and experimental zombie apocalypse mode are the only two things exclusive to MEO
The dev stopped modding a little while ago so probably won't be updated
Oh one more question debby, does PlayerBracken work with mirage? Playerbracken does say skinwalkers is a dependency tho.
It, ideally, shouldn't have it as a dependency, it will work. The mod works with or without skinwalkers, idk why they decided to make it a dependency
oh cool, thanks for the help 🙂
hey i am curious, how does this mod work?
does it just like save the sound-clips of the crew members somewhere in the mod files and shares it with everyone in the server or it just does it in a different technique?
no idea what this is 😂
i might do a writeup somewhere one day since quite a few people have asked about how it works
but the short answer is that each player records that player's audio to disk
and then each time it's required to be played, it gets streamed over to the other clients
its 3fs good utuber watch him
having some very weird stuff rn
i have a masked of player A that is playing clips of player B but they sound like they're coming from behind him
nvm the masked player B was somewhere up or down a floor
but masked of player A is just silent despite player A saying a loooot of stuff
Are you using MEOF or RemoveMasked?
They never put their arms out for me, did you accidentally disable the patch for it?
there were actually two in one group of 4 masked
only thing i see in these logs is errors with RedLocustBees which is unrelated
honestly not sure why this might be happening
don't think i can fix it either since i've never run into it a single time
anytime a voice and masked enemy's suit isn't matching though, is likely from another mod switching who it's mimicking after mirage already has it set
the thing with the hands animation happening, honestly not sure
that one in the end was a bad call for me, there were actually two masked and one was doing the correct voice
but the other was silent
and rewatching the footage I think the handed masked were also unusually agile
for the silent one, the player was still connected in the game right
just double checking
smh zeekeers can't go one update without breaking anything
thats probably unrelated to zeekers 😂
and we got the thingabob on
hmmm
theres not a single exception that comes from MaskedPlayerEnemy in that log
honestly no clue 😭
honestly I think we can pin a lot of stuff related to masked on zeek
given how the masked checks if he has killed the person already when deciding whether it can kill it lol
yea that's a really weird decision to make
but
the current issue sounds unrelated at least
so the silent one always has the hands out animation?
but no mask texture im assuming? based on that screenshot
no, the two masked with hands were present on the other day
and I think both of them were the converted masked
yk this all feels really off but can't really pin it down
yeahh
if more ppl report about the same issue then i'll try investigating some more
cuz rn im honestly just even more confused after reading that 😂
on what the issue might come from
yeah some random ass mega agile masked that for some reason use the hand animations
wild
lmfao
like the hand animations thing is what's confusing me
it should always be applied if it's in ur config
so for some to not have it
oh maybe it's masked ai rework thing mod but I have its features disabled
is making me sooooooo confused
hm
whats ur settings on it? pretty sure @solemn ridge uses it without any issues (think she only has like 1 option enabled tho)
yeah it only has one option I'm pretty sure
the one that only leaves the radar tweak active
The only thing I have set to true in MaskedAIRevamp is Skinwalkers Compat
everything else is false
that's something I should totally double check
skinwalkers compat is for the walkie talkie thing
doesn't do anything for mirage
no clue sorry
alr thanks for lifting the burden of having to check that
yep it happens to me sometimes
if there's too many at once (you spawn a whole lot at the same time) one will have it's arms out
is this when u were testing with e.g. dancetools/devtools?
yeah
interesting ive never had that happen to me
at least when id spawn around 20-30 masked enemies
ill see if i can try replicating it later
oh I had 4 I think
weird
its kinda neat in my opinions
its a nice little like
defect
actually..
speaking of defects https://discord.com/channels/1168655651455639582/1226911369362800660
number 2 I think is implemented
I know that cause I reported it thinking it was a bug once
oh u mean for mirage? technically that is a bug, i just never really got around to fixing it
also
if you could pls
do stuff from chance for mask
or idk
u dont have to it just would
be so awesome
it would be so cool
im open to ideas for masked enemies in the future but
focus is on v2 for now
that's already gonna take a ton of time
by itself
you'll have to remind me after v2 is out
loooong time until i have time to work on anything else 😛
[v50] Mirage
smh barch out here downgrading from v50 to v2 in the future 😔
we going back to the beta in the future 💯
v50 is referring to the version of lethal company, he put that there to help people know its compatible. V2 is the version of the mod. The joke was to show how it looked like mirage was going from v50 to v2, because it just says v50 in the title
they call me the explainer
@deft cape I got this earlier after someone was grabbed and turned into a masked enemy, so there is something happening where the arms out patch isn't working sometimes
ill look into it after v2 is out
disabling arms out is a really small patch that im surprised thats even happening tbh
Btw @deft cape @twilit monolith https://clips.twitch.tv/TriumphantWimpyAirGuitarOneHand-CZhUcFg8ITA_ijJm lmfao
I hope my updates fixed that xD
Yeah I love that I put a mask on cus Lyra Chaos Stream got redeemed then my mimic just camped the entrance
She really took after me
XD
They're learning
I love how the other 2 walked off too, while I just stayed there waiting XD
I used skinwalkermod before and now I have switched to mirage. It feels better. However, after I installed mirage mod, the masked‘s dead body has a collision volume. Is it because of mirage?
Are you playing v50?
yes
It's a v50 bug, not Mirage
Ok thanks 😮
@deft cape Content warning spoiler ||i saw that you said there was a voice mimicking monstern in the game, does it work the same as mirage or more like skinwalkers?||
pin it
||turns out it's only part of the game files and hasn't been released yet, the person who confirmed it for me probably just manually spawned it.
there were quite a few people asking for a skinwalkers type of mod so i decided to port mirage over and should be finished today actually, just figuring out some bugs in the meantime||
make a feature request on my github issues, i dont want to clog up the pins
😳
||now if only CW has "masked enemies" as well 😭||
man
wtf
@spring laurel i dont know whether to feel loved or not you kept my joke changelogs

did u mean to post that in #1225622177970257961 LOL
wait a second
Ur so right
@spring laurel
why doesnt your bitch ass have your own thread
I do though 
I didnt source check
@oblique galleon i found the hooligan
LMAOOO
is that the "i don't have to answer anything because i can and constitution" stuff?
Guilty persons way out
the answer to everything
i say it even tho im not american
guys, how do I change settings of the mod? I can't find a config file in the config directory.
you need to run the game once with the mod and then you'll find all config files
then you probably installed it wrong 🤔
use Thunderstore or R2Modman it's easier than manually
let me see, for the manual way
you can have manual mods but they will not show up in R2
do you have BarchLib too?
as an installed mod
you need this mods for Mirage to even load
no if you are installing things manually you also need to grab the dependecies as separate mods
I did
can r2
run on non-steam
version?
I have a steam lethal company
but my friend doesnt
so I have to use pirated one too
How does pirated multiplayer even works?
ehhh i do not think i'm even allowed to answer that question as we do not support piracy... and game is basically free
uhh
read rule 8 #rules
through the spacewar on steam
just buy him a key. on key selling sites goes as cheap as 2$
i'm not going to link said site tho for the same reasons as above
I didn't find that sadly
but thanks ig
my friends told me that they just killed a mimic of a person that left the game last round
and it was silent
if that tells you anything
It being silent makes sense, but spawning at all doesn't
it happened once more
Ye we had 2 spawn of people who left in previous rounds
they just joined back
probaboy
lol
Demiboy alternative title
I DO use NoRepeat so that lines up for me.
whats norepeat
ImitateMode in the config
could you check what urs is set to as well? i just wanna confirm
if everyone's is on norepeat then the bug probably comes from that
What's the default setting? Cooking rn will check in a bit
wait nvm it's not from ImitateMode
i just got confused cuz it's a bit similar but
ImitateMode only affects what voice lines it picks
by default when it picks which player to mimic, it acts kinda like NoRepeat
pretty sure i know what the bug is
i'll fix it sometime this week since it's not too high prio
All good! Yeah it's not exactly game breaking or nothin. TYSM for looking into it!
@deft cape Bug report
Modded enemies are using voices when the setting is set to false.
I've had a Locker and a Knight use voices
I've had locusts and such do it when set to false too but never thought much of it
ohh what
how the fuck
did this only start happening today?
or since the latest update
cuz it's been awhile since the update was pushed so im surprised it only started now
wait i know why this happens actually
ah shit ill explain in a sec im doing something rn
Yeah I also heard Debby's voice in the wall of the ship once when she was dead cus I think something was using her voice but it wasn't attached to the enemy using it
She's in your walls
so basically for mirage it checks the enemy based on the c# clasd type rather than the name of the game object
and since knights for example also use the coilhead class (at least im pretty sure), mirage thinks it's a coilhead
not sure why a locust would play voices though, it worked fine for me last i tested it
so for this it's only really a problem for enemies that extend from existing enemies
tbh dont really plan on fixing this till v2
might be something to do with butlers?
doubt it
modded enemies can count as being enabled just because they share the same class as vanilla enemies
butlers should have their own class
so it shouldn't be mixing together
oh I just thought that cause their bees have a bug in v50 rn that like uses some wrong thing or something that makes them open doors as fast as butlers and be able to die to traps
well alr
Hi. I have a bug that when a skinwalker appears on the map after the ship has landed, our voices can be heard around ship from one place but there is no skinwalker. Is this a known bug or do I have to reinstall everything? V49 newest mod version
oh maybe then idk, if it is then i guess it's a v50 only bug
really? i dont remember a report like that 🤔
maybe i remember wrong but im not aware of this issue, my guess is there's some sort of mod conflict since this shouldnt happen with mirage on its own
I thought this was the same issue as: #1200695291972685926 message
This wouldn't explain why a Locker was talking
XD
oh that
damn i skimmed through the message and dont even remember reading that lmao
idk what the bug is with that
i dont remember that being an issue in the past though
it could be extending a vanilla class too
you'd have to check the code to make sure
skibidi toilet for example extends from jester
the butler bees have the enemy type of butler, locusts are unrelated to that issue
not till v2 (or at least if i release the rewrite before v2)
other than fixing the current issue of newly spawned enemies picking a player that already dc'd, i probably won't be touching v1 much
ah k
@deft cape so you may wanna check if Mirage still works with V50
EnemyAI got changed
With the new update that came out a few hours ago?
Yeah
a QOL change came out in the latest beta that's broken a lot of enemy mods lol
i dont think anything should break since mirage doesnt modify enemy ais but
i might as well check just in case
Ye
mirage still seems to work on my end w the new version
no arms out or mask and they still speak
ah nice good to know, thanks for the confirmation
today's beta
Not supposed to be publishing full decomped code are you? Link doesn't work for me anyway so it may be restricted
Someone posted this diff in dev general though if you can't see it in the link above #dev-general message
https://github.com/AndreyMrovol/LethalCompanyDecompiled/pull/1/files/1ec131d80540980126cc5f04c5d2a943b8f66ed8..67d8b4967631c810ccb73df12ed5252e202f8449#diff-5afe5584ec06ae23c372336e7c5f6a5df9276230dd9bb32aeba77423fc9f4c81R1353
Isn't that make masked enemy to be broken when it outside?
Like it will target the wrong navmesh points
MaskedEnemy
public override void SetEnemyOutside(bool outside = false)
{
base.SetEnemyOutside(false);
this.mainEntrancePosition = RoundManager.FindMainEntrancePosition(true, this.isOutside);
if (this.searchForPlayers.inProgress)
{
base.StopSearch(this.searchForPlayers, true);
}
}
EnemyAI
public virtual void SetEnemyOutside(bool outside = false)
{
this.isOutside = outside;
if (outside)
{
this.allAINodes = GameObject.FindGameObjectsWithTag("OutsideAINode");
return;
}
this.allAINodes = GameObject.FindGameObjectsWithTag("AINode");
}
Looks like it is
Just stuck and doesn't move
and with fix it now wanders outside
|| huh, is it masked can do that? ||
why does he do base.SetEnemyOutside(false) 🤣
idk 😆
it seems to still work weirdly
i spawned masked's inside using the debug menu and they show as isOutside false but they can still run around n stuff fine whilst outside
also looks like he fixed masked collider when it's dead
for me it was only able to run if he saw me (so targets to the player), but in default wander state it just stuck
even though they have the AI nodes of inside... wtf
ah
ah yeah i see what you mean the movement is very buggy
been awhile since i used this mod so correct me if this is a thing now, but in the config u can choose what monsters can mimic voices including modded ones but you cant select which ones specifically and can only have them all on or all off, are there any like plans to be able to be able to pick more specifically which ones?
In v2
oh okie
wait what's wrong with the Masked AI?
tyty, looks like i'm safe from the changes, i only read isOutside rather than setting it
yeah it's restricted to ppl mrov invited to the repo so it's all good
naw sorry, also dont really feel like playing for a bit 😅
its alright og
"yooo!!! dude look what i found"
Where can I suggest or talk about Mirage for Content Warning?
there's a content warning modding discord, but feel free to ask me here as well
Alright thanks. So far the mod is funny and spooky but in CW, it only seems to play lines of the host player and not everyone.
ah still? i thought i fixed that
fuck....
that's likely not gonna be fixed then, until changes in mycelium networking is made
cuz it has to do with the networking rn
ok thanks. hope they fix it
u mean the content warning game? i've heard they always release a new game every april 1st
but they still support the game if it does well, which content warning is one
no I thought you were joking about mirage in cw
ohhhh nah LOL
well at first i wasnt even gonna do it
but there were quite a few ppl asking for a voice mimicking mod so i might as well just port it
We aren't sure what changed but it started picking random players when I hosted the lobby in CW
so it started working?
im pretty sure the issue does lie with the networking library for now
yah but they say it sounds glitchy to them. eh hopefully the issues get worked out over time
could you ask them what they mean by it sounding glitchy? like is it choppy?
they say yes, choppy sounds like the issue
huh thats interesting, it was fine when i tested it
i'll try and investigate it after the networking library's issue is fixed
v50 out, let the games begin
IT IS OUT
Jojo
@deft cape found a bug with Mirage I think, when someone resurrected as a mimic a dead dog got back up for a second
Looks like there's a vanilla bug where masked that spawn inside the facility and go outside can't actually harm players
for a moment I thought it was MEOF, but testing with just dance tools installed, it still happens
So he reintroduced the v47 bug lol nice
Report it to Zeekerss if you can
]
hey, if i gave my custom voice clips into the mirage folder would it play them normally?
Personally that doesnt seem like it would work but youd probably get a better answer from qbarch himself when he cam answer
Because im pretty sure it wipes the folder after each round
So if it did work it would only be for one round
But im not an expert, im talking out my pisshole 😼😼
welp, it didn't wipe out the files from the folder so i dunno, something didn't works?
because there still are the sound files from like a week ago
Hey there, in the FAQ on the modpage it says that I probably don't want to use MaskedEnemyOverhaul(Fork). Does Mirage by itself add a fake nametag over the player and change the suit according to the player they're mimicking? Those are the only reasons I'd want to use MEOF.
There's no name tag but the suit matches who they're mimicing
Gotcha, thanks
yuhhhh part 1 jojo 😳
dayumm about time
is this related to the vanilla bug that coppertiel mentioned? i'll take a look at this sometime when i can
as long as it's a .wav it should work, but keep in mind that if the audio is longer than the specified delays, it'll stop your previous audio when it fetches for a new voice clip.
if you want to simply just make everyone hear custom sounds for masked enemies, i'd recommend using bongo's soundapi instead, since it's more efficient to just play the voice clip locally instead of streaming it over a network
as for the rounds thing, that's a setting (which is now disabled by default), and just deletes the audio when you close the game
if it's never deleted then it's likely whoever made the modpack used the setting that makes it never delete it
i only mention people probably dont need MEO/MEOF because there's a lot of ppl who dont seem to know mirage already picks player's suits, supports cosmetics, supports spawns, etc. for MEO/MEOF only features like the name tags, you'd definitely still want MEOF
Got it, thank you.
thanks!
saw a mask but he didn't mimic anyone or say anything-
but it might be due to a player leaving
he was just shy bruh
that is one demonic grandma
if the player left then that's 100% why it's not mimicking it
assuming everything works on v50 Mr. @deft cape
it did last i tested a v50 beta but
lunxara reported something that might be an issue with mirage
i'll have to see later
It is, I've had the issue with the dead dog doing a random attack happen consistently everytime someone revives as a mimic lol
not sure if that's a mirage bug then
cuz it sounds like zeekers did something to dog's code
Did add the thing where they shiver at loud booms or w/e
Why's it only happen when someone revives though?
how do you delete the saved voice logs
if it is then zeekers added it, i havent done anything with dogs
who knows
there's a folder called Mirage in your lethal company directory if you have it set to never delete
otherwise it auto deletes when u close the game
Yeah he added "Dogs now cower on the floor when they hear a loud blast" (via 1a3's thing)
Btw @twilit monolith this seems like a perfect thing to have fixed in AIFix for situations where Zeekerss breaks it
Ah, I'm guessing it doesn't fix itself with SLAI already?
i suppose this mod won't allow for mimics to emote on sight right?
I believe that's TooManyEmotes that does that
@deft cape When is support for the tulip snake to use voices coming?
Same with Old Birds XD
Ayo Sus
Lol
is this setting in what mod?
toomanyemotes
only reason i have this mod is to make the masked stop and stare for like 26 seconds
guys do you know if r2modman will automatically update mods?
you'll need to press update on the yellow pop up that will appear
? what's the issue with asking questions?
no its just r2modman
i mean i mostly do it manualy, and i hate overwolf
so i considered it as an option, that's why i was asking
oh is that a new enemy in v50
whats all the new v50 enemy names? ill add them soon
butler tulip snake old bird and spike trap
butler and old bird already mimic voices it seems
Spike trap lmao
yeah r2 makes it simple, and has no ads so r2modman is great imo
RadMech which is Old Bird, Butler, and Tulip Snake
spike trap with voices 🤔
i call them johns
Silly
april fools update: hazards mimic voices
😂
On second thought this would be pretty good too, make it work exclusively on the "||only activate when directly under||" traps
if i add support for it, it'd still be the typical "activate on a random interval" feature for now
standing under spike trap "what's that creaking noise" "yoooo wassup" dies
dont really want to spend too much time on v1 rn
Bro be smoking and steaming v2
internal ones? FlowerSnake RadMech and i would guess butler? also butler drops mask hornets......
Full with seasoning and garnish
Why does everyone forget the butlerbees 😔
because they freakin' SUCK!!
I cannot confirm nor deny since I haven't seen them yet
Yall need to see this. The mod worked a little too well 🤣
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
is mirage doing good so far on v50
Is there issues with using the mod symbiosis with Mirage?
No
Hello ! I've a problem with Mirage, i don't know why but everything's working but it's like if voices were not registered and played by ennemies (all included)
The console tells: [Warning: Unity Log] Audio source failed to initialize audio spatializer. An audio spatializer is specified in the audio project settings, but the associated plugin was not found or initialized properly. Please make sure that the selected spatializer is compatible with the target.
Do someone know this bug?
you can ignore that, that warning is there in the vanilla game
it just happens more often with mirage installed because i clone the player voice audio sources in order for it to sound the same
and all of them has that warning cuz im pretty sure it's just not setup properly for the game itself
I have a small question, and IDK, but is this mod compatible with the VRM mod?
you mean whether or not masked enemies will use the vrm cosmetics?
cosmetics supporting masked enemies is up to themselves for adding support, so vrm supports it by itself, it'll work with mirage as well
No the LethalVRM model mod.
well if you're talking about whether voices will still be mimicked then yes
It works with Lethal VRM but a LVRM specific side effect we noticed is that if the person with the VRM model gets a Masked mimic made of them, even if they have a great computer, they might lag badly. If multiple spawn, it can be literally unplayable. Haven't tried since v50 but one of my friends with a god tier gaming PC had his game essentially freeze because like 3-4 masks of him spawned in Secret Labs. Lol
I haven't seen if it's updated since v50 but at the time it happened, the mod hadn't been updated in literal months and we removed it. It might also be because some of us didn't have it installed because the models were larger than default and immersion breaking but just something to keep in mind that it MAAAY get laggy
Thanks for your answers, i've tried it again and it worked ! 😄
the v50 compatibility tracker says mirage "breaks enemy spawning both inside and out" and isn't compatible
can anyone confirm? if that's not an issue i'll update it
Not an issue with Mirage
Never was, idk why that's there
Probably someone with a diff mod breaking mob spawns mistaking it for Mirage
lmfao
yea like the others mentioned, it's not an issue from mirage. 100% they had another mod that caused it and mistaked it for mirage
was definitely lethallib before it was updated
interesting, didn't know that
It's still the same issue related to LethalLib. Dependents of LL, like Scopophobia, need to update for the fix inside of LethalLib to work correctly
what? lethallib has updated, mods depending on it don't need to
That's correct. Except if a mod used to use the powerLevel through LL. That was changed from an int into a float.
In which case not updating, and still trying to use that field as if it was an int kills LL, and causes the same issue.
The issues in 'some enemy mods' are a remnant from the fixed issue in LL
Ty for the responses, I've updated the sheet
I have had this happened to me multiple tiimes but they are completely invisible, but I haven't tried mirage with friends and using VRM.
Sorry to bother u, but does LEC patch completely work? If it causes bugs, what are they?
LEC is lethal expansion right? better to ask the author that
lol my b I misread the author on this: https://thunderstore.io/c/lethal-company/p/qwcan/LethalExpansionCorePatch/
Thought it was ur name
Yeah qwcan is quite similar to qwcant qwbarch
lmao that name does almost look the same
The QW clan
#official-announcements message
💀
is this for the "invisible pillar hitbox" thing
their outside AI broke when exiting
That was fixed on release afaik
would stand still until it aggro'd on someone since it was trying to go to interior nodes instead of outdoor ones
🔥 🔥 🔥
hi qwbeach 😳
that's better
what the
qwnation
hmm im taking a look at this rn and im not too sure why that's happening actually
if a player left the previous round, unless the player still exists in the game's list of players, it shouldn't be possible to fetch it
there was a different issue of potentially going out of bounds when a player dcs and i try to fetch a player, which should be fixed now
but that's not the reason a disconnected player would get copied so idk, that part will still be unfixed for now
Mirage v1.4.0 is released:
- Added a config entry for the new enemies (butler, butler bees, flower snake, old bird).
- Removed debug logs that I previously left in by accident in
v1.3.2. - Fixed a bug that caused modded enemies that extends from a vanilla enemy type to share its config entry.
- Fixed a bug that potentially caused an out-of-bounds error if a player dc'd when an enemy tries to mimic a player.
@solemn ridge try seeing if this update fixes the issue with the mansion statue thingies mimicking voices with coilheads enabled
Just don't pull a mrov with this update and have everything go brrrrr
XD
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@torpid arch getting hit with the strays even over here 🤣
dw new mirage feature will make time go extra fast
idk what the butler and flower snake are even like yet, haven't watched any vids on it yet just cuz i want a more authentic 1st experience on v50
i know what the butler does just from what others have said, didnt even know the flower snake exists till now when i was looking at the decompiled code lmao
tulip snake was like beta 4 addition lol
ah interesting i thought everything was already released on the first beta
im just waiting for LLL to update b4 i even try v50
yeah spike traps and tulip snakes were added after
speaking of which, i didnt add voice support for spike traps since they're not counted as an enemy (at least im pretty sure it doesnt extend from EnemyAI)
they're a hazard like mines and turrets
You can't deny how funny it was that he broke it the way he did
XD
that clock sure was ticking fast lmfao
I doubt you know seeing as you haven't played the update yet, but without big spoilers, the Old Birds are dormant for the first half of the day and then they wake up, would there be a way to make it so they only mimic while they're awake?
Do you know if they mimic while dormant? Since they activate when if there is a dormant placeholder when they're actually spawned with the spawning logic
they do have a scan node...
They’re probably too loud to even hear the mimicked voice when activated
True, which is why I'm asking. Not too sure myself but would be interested to know
ill tell you in a couple mins
dormant and silent so far
cool
what the fuck
ah its whoopie cushion
Lmao
yeah im pretty sure they are silent when dormant
im gonna double check but it seems like it
Good to know 👍
lol artifice spawned a dog thats just stuck
yeah 99% sure they're silent
yup one woke up and started mimicking me eating chips
Barch
Holy fuckin hell
Perfect god damn swap
Watch Did not pay attention and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Literally perfect transformation
Drop everything on the floor
mirage clips are the funniest shit ever
The coverup of my death was perfect
I dropped the egg
Exploded
Died
Mask on the floor hooked onto my body
And got up
In less than a second
Btw @deft cape is there any way to have mute local settings and recording deletion settings be persistent like through the LocalLow folder or something? I prefer to always hear myself and ignore deletions but sometimes I update a profile and forget to change my settings and end up getting the files deleted anyway :(
oh right i forgot about that. actually do know about old birds since i played with lunxara on v50 beta once, and ended up running into only old birds
grats on becoming mod btw, no more trial mod 😳
this can happen if the voice clip is too long. was it bugged?
i was actually thinking about that. all settings that are personal preference should ideally not be synced. (which although it's not synced, ppl sync it via profile codes).
not sure how to approach this for now though, since i still need it to be accessible.
maybe i could use one of those config gui mods to make an in game setting to save in the profile folder like u mentioned could be a solution
ah nice so it works without me having to explicitly do it eh
LMAOO u guys play with spawn on player death eh
oh wait jk u said it hooked onto u or something
There's LethalSettings
Idk what others there are
I hate the ui for it tho
The ui for InputUtils is great but I don't think it has functionality outside of keybinds
oh whats wrong with it? that looks like one of the good ones to me
Eh just ugly to me, I'm sure it works fine
is it possible to only make certain mobs mimic voice?
yes it's in the config-
I know you would be able to control what specfic modded enemy can mimic in the future but for now I leave it disabled-
ah okay i cant find the config
did you start the game and let it make one?
oh nvm its there now xp
ok I forgor to answer
I didnt notice anything, but I was solo testing and the majority of clips were me eating chips
ah probably a non issue then, that error will likely not be a thing in v2 anyways
i remember ppl saying the map doesnt reward much sadly
like it's a troll map or something
thtas the only place old birds spawn right
nonono
they have a couple of moons
off the top of my head I can name at least 2
adamance and artifice
They're really cool as long as you don't engage them, they kill literally everything
And if you're running #1208964227835109407 (and if you aren't then idk what you're doing) then redwood will also hunt old birds
I had an old bird spawn on titan last night
Moon Base Spawn Chance Max Spawn*
5-Embrion 86.96% 20
68-Artifice 45.00% 4
7-Dine 6.88% 2
8-Titan 5.69% 2
21-Offense 2.37% 2
41-Experimentation 2.22% 2
20-Adamance 2.11% 4
Embrion is the map you take your friends to if you want them to scream in terror
OHHHHHHH
lmao im def gonna do that once
Yeah 150 credits just to die
gives ppl some clips at least 🤣
Someone should make a mod that buffs it
so it's actually viable to go there
I'd go there more often
yea i wish it'd be at least viable
