#Mirage

1 messages · Page 19 of 1

light jacinth
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oops

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that's definitely a huge one

deft cape
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yeah just want ppl to know about it, since it wasn't working supported for quite some time

light jacinth
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at this point, people should just call em doppelgangers lol

deft cape
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y'know i was actually thinking of calling mirage that instead at one point

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but i just wanted a shorter name

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cuz typing doppelgangers is just so damn long

light jacinth
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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. 🔥

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true

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i wish we could just say mimic

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but the fire exit mimic exists

deft cape
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yeahhhh

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mimic is the best name for it imo

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it's short and simple

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and everyone already calls it that tbh

deft cape
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even better, get ur VR headset on and just look down

light jacinth
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lmao it wont show

deft cape
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oh :(

light jacinth
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actually that was the issue i brought up with MRApi dev

deft cape
light jacinth
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ur thicc suit was rendering over the camera and obscuring vision

deft cape
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i guess it's time for another report

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o

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nvm that sounds like something not easily fixable since it's not changing the camera location

light jacinth
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in LCVR, ur only supposed to see ur arms

deft cape
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U MEAN I CANT LOOK DOWN AT MY BAZINGAS? sadge

light jacinth
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u could look at ur friend's bazingas instead

deft cape
light jacinth
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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.

deft cape
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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

light jacinth
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yeah

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#1187188516644474911 message

deft cape
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might be a @flint heron thing, pretty sure he's the one maintaining MC right now

light jacinth
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fr? the original author isnt working on it anymore?

solemn ridge
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Kind of like how Eba pushes the updates for LL and LT live on TS but no longer works on them

light jacinth
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i dont see an update for MC tho.. not since February

deft cape
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yeah 1a3 has been pushing a ton of updates, author of MC just hasn't pushed it on TS yet

light jacinth
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and with that version i didnt have any cosmetics issues until later last month

deft cape
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think they said they're waiting for v50 to push it

light jacinth
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so thats why i dont think its MC

deft cape
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ah

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ah i just read what bunya was talking about in your linked message

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so it is MRAPI then

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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

light jacinth
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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.

deft cape
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@glossy aspen does MRAPI touch a player's cosmetics if a custom model isnt being used?

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if not then it might actually just be something for 1a3 to look into

glossy aspen
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Yes, what is the issue?

deft cape
glossy aspen
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That's 100% a cullingmask/layer issue.

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Unfortunately there is no standard for culling masks or layers.

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Thanks for the report though. I will look into it and probably have something released with the other bug fixes next update.

lofty sorrel
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Last we checked it does yes

mighty citrus
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is all setting depends on the host cfg file or everyone need to change?

lofty sorrel
soft hollow
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Omg

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@twin abyss can I like

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Ask for your help for my readmes

soft hollow
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You sound enthralled, you don’t have to

twin abyss
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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

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and I stupidly wasted more time on Blender like I could make something

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-u- Gotta love stubbornness

soft hollow
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Throw enough hours into anything and you’ll have to have made something

twin abyss
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I don't believe in that myself - cause I've thrown nearly a day and have failed. -w -

soft hollow
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Its just a matter of how much pain you can withstand before then

twin abyss
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Too little

soft hollow
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Lmao

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I feel the same way editing anything in Davinci resolve

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Inside of my brain feels like the gmod item prop collision sound effect

twin abyss
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after failing hard enough - it's the HL2 death sound

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in my head

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most of the time - combine-sounding

soft hollow
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Haha

soft hollow
torpid arch
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can I not

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lol

soft hollow
eternal bridge
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hazards outside

deft cape
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oh all good the repeating voice thing should be fixed now

slim basin
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i guess this is fake?

blazing pilot
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Oh a clone of a clone of a clone of a mod about clones?

eternal bridge
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the mask man talk

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he is sayign words to me

glossy aspen
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Those nametags should be fixed now, as well as the weird cosmetic issue.

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I don't know why I've received half of my bug reports in the Mirage channel, but the feedback is appreciated.

light jacinth
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damn i thought qwbarch was the mrapi dev

lofty sorrel
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Wha why

deft cape
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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

solemn ridge
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@deft cape Mirage is not deleting the files on game exit, I've closed the game plenty of times without errors or crashes

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and it never deletes them

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Your mod brokey bls fix

deft cape
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send logs i wanna confirm something

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one of ur mods is definitely screwing up onapplicationquit

solemn ridge
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The only thing I can guess it would be is Async Loggers

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Cus it touches how the game quits

deft cape
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can u try mirage 1.2.0

solemn ridge
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@fiery hazel Is it possible Async Loggers prevents Mirage from deleting voice files on exit?

deft cape
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since im assuming that one was fine

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i highly doubt it

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plus i run asybcloggers and it deletes fine for me

fiery hazel
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unless async logers is crashing the game, absolutely nope

solemn ridge
fiery hazel
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also i heard you use the onApplicationQuitting qbarch

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i use the quitting event instead that should happend as the last thing

deft cape
deft cape
deft cape
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cuz if not that means another mod is definitely screwing it up

fiery hazel
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i was originally using wantsToQuit but then people pointed out that quitting was more fitting

solemn ridge
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@deft cape it makes logs finish writing before exit

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Maybe the difference is that you use Instant

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Idk

fiery hazel
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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

solemn ridge
fiery hazel
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yeah and @solemn ridge has it set to false as it is the suggested value

solemn ridge
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That might be why the files don't delete for me then

deft cape
fiery hazel
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so @deft cape you cannot rely on any events other than the Awake

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event in the meaning of the Unity methods inside a component

deft cape
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yeah it's registered in awake if thats what u mean

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oh wait

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jk ill read again in a bit

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making food rn

fiery hazel
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i do not know how to read your f# code 😅

solemn ridge
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Yeah barch is built different unfortunately

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lol

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Idk why he uses F# tbh

fiery hazel
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dnspy time i guess

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nvm you are already using quitting

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also love that you simply ignore any errors while deleting 🤔

solemn ridge
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Would explain why the logs say nothing

fiery hazel
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even DnSpy is mad about F# but at least it is somewhat readable 😅

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@solemn ridge can you try Async_Experimental, current async does have an exception while closing if the Db is disabled

solemn ridge
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Idk if those were needed or not tbf

fiery hazel
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LobbyControl Experimental is now in line with main so i deprecated it

solemn ridge
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Ah

fiery hazel
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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

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as i recently passed 6k downloads on last version 😄

deft cape
deft cape
deft cape
fiery hazel
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but the mod does not have any perf issues atm so all fine

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just feels like looking at obfuscated code 😂

solemn ridge
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Okay well interesting

deft cape
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it's certainly worse than pure c# since there's more indirection

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but in practice it's not really an issue unless i'm writing cpu bound code

solemn ridge
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With AsyncLoggers_Experimental

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it deleted all but one of the files

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Tf

deft cape
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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

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wha- so async loggers did affect it somehow? im so confused

solemn ridge
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Why is the 1 file still remaining though?

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XD

deft cape
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cuz it hates u 😭

fiery hazel
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Async registers itself in the quitting before it, so if the callback crashes it prevents subsequent callbacks from beeing executed

blazing pilot
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It's probably partially written the the io stream didn't close gracefully

deft cape
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yea but lunxara said shes' not getting any errors on quit right, so thats why im confused

fiery hazel
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idk, i know Diffoz reported me there was a crash on quit qith DB disabled ( an NRE ) so i fixed it

solemn ridge
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I did sometimes crash on exit before with the db logging disabled

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But the interesting thing was it would always be LGU that threw an error

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XD

deft cape
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pretty sure the issue is still not with mirage based on what im hearing

fiery hazel
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it was not a hard crash, just an exception thrown and logged to Player.log

solemn ridge
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It was when I quit from main menu

fiery hazel
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yeah no the quitting is litterally alt-f4 or closing the game entirely

solemn ridge
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So what would the solution for all of the files from mirage to get deleted be? Have it run it's code first?

fiery hazel
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me fixing async 😂 which i did in Experimental and will push soon to main
( or keep db enabled )

solemn ridge
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Haha

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It's still weird that the 1 file remained but yeah

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It at least deleted them

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I may just keep the experimental build in the pack if it's not gonna cause issues

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Seems to be the safer solution tbh

fiery hazel
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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

deft cape
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@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

fallen crow
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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.

fallen crow
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Or... do i read it right that MirageExperimental already solves this issue?

dark talon
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and SpawnOnPlayerDeath = 0 if that's what you want

fallen crow
dark talon
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that setting was just introduced in 1.3.0. should be working.

deft cape
gilded lion
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does Mirage work with v50?

clever knot
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ye

gilded lion
soft hollow
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@deft cape

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save me

deft cape
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on the davinci grind 💪

soft hollow
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when i die and go to hell

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My little corner of hell will consit of one computer

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with a single stick if 2gb ram

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a gtx 1660 super

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and a 2 core cpu

deft cape
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now the real question is, are u editing vids or are u doing image stuff with davinci 🤔

soft hollow
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installed on the computer is davinci resolve

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and I have to edit 500tb of 4k footage

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and then i get to go free

deft cape
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im jealous

soft hollow
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its all a harddrive

slim basin
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When lethal phones synergy done?

eternal bridge
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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?)

clever knot
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Well for that maskeds would first need to be able to grab stuff

broken mango
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Yea yea

nova star
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Is there a way to set how many recordings to have as a maximum?

deft cape
deft cape
deft cape
eternal bridge
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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

deft cape
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at most i'll probably just look into making masked enemies hold the items the player was previously holding

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if it wont take too long to implement at least

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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

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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)

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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

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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

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similar to someone else's feature request where they wanted dogs to attack an enemy that mimics a voice

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if that happens, the main difference is when you go outdoors, the enemies that can talk will probably just be gone

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since the dogs killed them before you've even seen them

twin abyss
deft cape
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oh yeahh that's what it's called

eternal bridge
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bruh

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its just silly af

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like the emotes are just like standard(t) unity mocap thingies

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only reason i got it is so i can make the masked stop and stare for a really long time

twin abyss
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tis large amount of emotes in TME

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I got a lot of favs in it

lofty sorrel
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I really would like it to have more simple emotes tbh

soft hollow
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@solemn ridge @deft cape ive heard a lot of chatter about symbiosis, what kind of problems is it casuing yall?

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just cleaning up my modpack and got reminded i forgot to ask about this earlier

deft cape
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technically not an "issue", but ppl thought mirage was bugged when it was another mod reviving masked enemies

soft hollow
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ive never heard of such a thing

deft cape
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just go to the symbiosis page and then search up stench of death and you'll see 😉

soft hollow
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i know what it is

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it just has never revived a masked

deft cape
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yea i meant search up stench of death on the mod page

soft hollow
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I

deft cape
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wait it only says flies actually

soft hollow
deft cape
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idek anymore

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but bodies disappearing and becoming masked enemies sure isnt from mirage 😭

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cuz i didnt code that in

soft hollow
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well it doesnt happen for me or Shatter's modpack

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and his beefy boy has 230+ mods

deft cape
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@solemn ridge u have some other wack mod that's bringing back the dead

soft hollow
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surprised that tank of a modpack runs (with my help)

deft cape
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👀

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might try out shatters modpack without the cosmetics and suits

soft hollow
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we did a test run today of pre release

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went good

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im lying

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the modpack worked

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the people did not

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they are morons

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i have video evidence

deft cape
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🤨

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what was even the problem

soft hollow
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boils down to

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L employee's

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3 braincells amogst 5 people

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but modpack works great

deft cape
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nah she doesnt have that installed

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honestly no clue what's reviving stuff in her modpack

deft cape
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i just run around like a headless chicken

broken mango
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Fr fr-

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I might try to host another v50 game

Making me wonder if people would get fooled by the masked-

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Though people are too busy or playing CW

viral obsidian
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Content warning is kinda adjacent but yeah less people rn

drowsy venture
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it doesn't seem to work on peepers..?

solemn ridge
swift violet
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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

viral obsidian
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I would assume the 3070 would be just fine lol

lofty sorrel
eternal bridge
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you said simple emotes i gave yu simple emotes

lofty sorrel
eternal bridge
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idk maybe make it more see-able (boost da popularity)

lofty sorrel
eternal bridge
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yeah i already made one of those posts

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but someone deleted it

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idk why

lofty sorrel
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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

lofty sorrel
lofty sorrel
deft cape
#

either way that feature doesnt come from mirage, cuz bodies that are already on the ground cant magically disappear and spawn a masked enemy

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that itself is a coded in feature of another mod for sure

deft cape
tall egret
half trail
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@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.

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The mirage mod tricked me so hard because it used specifically two lines that was perfect on the context of the situation hahaha

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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.

deft cape
#

i wish i could understand it first hand 😂

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what interior is that btw, dantor's hospital?

deft cape
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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

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(for the voice at least, looking at the masked enemy's behaviour is a different story ofc)

half trail
# deft cape i wish i could understand it first hand 😂

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

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At that moment I was 100% sure it wasnt a zombie

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Buuut.. it was

deft cape
#

i love when coincidences like that line up

half trail
#

We all laughed pretty hard when I showed them the clip haha

deft cape
#

😂 😂 😂

half trail
deft cape
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btw idk if you've seen the v2 stuff but if you haven't, take a look at #1200695291972685926 message

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it'll be an upgrade from random voice clips

half trail
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Yeah saw something about AI right? I actually had a question about it

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Would it only work on english speaking people? Or could the AI know what lines to use also for other languages?

deft cape
#

it works on other languages, but not all, so you'll need to check if your language is supported: #1200695291972685926 message

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just be aware that it has to show up on both of those lists (just read what my msg mentions there)

half trail
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Nice, it supports spanish

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great haha

deft cape
#

it shows up on both of those links though right

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just making sure

half trail
#

Yes

deft cape
#

ah nice 🙏

half trail
#

Excited for v2 already haha

deft cape
#

:D

uncut atlas
#

does this work with maskedenemyoverhaul?

lofty sorrel
uncut atlas
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I turn off nameplates

lofty sorrel
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Turn off or turn on? Masked don't have nameplates by default

uncut atlas
#

Oh I have them off but I also remove the mask from the enemies

lofty sorrel
#

Mirage does that

uncut atlas
#

Okay cool, so basically no reason to have it lol

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(maskedenemy I mean)

lofty sorrel
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Yeah there's a couple small things but largely yeah

uncut atlas
#

Awesome, thanks @lofty sorrel 😄

lofty sorrel
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Experimental nameplates and experimental zombie apocalypse mode are the only two things exclusive to MEO

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The dev stopped modding a little while ago so probably won't be updated

uncut atlas
#

Oh one more question debby, does PlayerBracken work with mirage? Playerbracken does say skinwalkers is a dependency tho.

lofty sorrel
uncut atlas
#

oh cool, thanks for the help 🙂

muted current
#

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?

eternal bridge
deft cape
deft cape
#

but the short answer is that each player records that player's audio to disk

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and then each time it's required to be played, it gets streamed over to the other clients

eternal bridge
dark brook
#

having some very weird stuff rn

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i have a masked of player A that is playing clips of player B but they sound like they're coming from behind him

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nvm the masked player B was somewhere up or down a floor

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but masked of player A is just silent despite player A saying a loooot of stuff

dark brook
#

and now im seeing a mimic with its hands anim

solemn ridge
dark brook
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neither?

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just mirage

solemn ridge
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They never put their arms out for me, did you accidentally disable the patch for it?

dark brook
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no

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happened once in a long ass session full of masked

dark brook
deft cape
#

honestly not sure why this might be happening

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don't think i can fix it either since i've never run into it a single time

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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

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the thing with the hands animation happening, honestly not sure

dark brook
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but the other was silent

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and rewatching the footage I think the handed masked were also unusually agile

deft cape
#

for the silent one, the player was still connected in the game right

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just double checking

dark brook
#

smh zeekeers can't go one update without breaking anything

deft cape
#

thats probably unrelated to zeekers 😂

dark brook
#

and we got the thingabob on

deft cape
#

hmmm

dark brook
#

the one that keeps recordings

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but that was legit a one day issue

deft cape
#

theres not a single exception that comes from MaskedPlayerEnemy in that log

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honestly no clue 😭

dark brook
#

given how the masked checks if he has killed the person already when deciding whether it can kill it lol

deft cape
#

yea that's a really weird decision to make

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but

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the current issue sounds unrelated at least

deft cape
#

but no mask texture im assuming? based on that screenshot

dark brook
#

no, the two masked with hands were present on the other day

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and I think both of them were the converted masked

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yk this all feels really off but can't really pin it down

deft cape
#

yeahh

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if more ppl report about the same issue then i'll try investigating some more

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cuz rn im honestly just even more confused after reading that 😂

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on what the issue might come from

dark brook
#

yeah some random ass mega agile masked that for some reason use the hand animations

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wild

deft cape
#

lmfao

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like the hand animations thing is what's confusing me

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it should always be applied if it's in ur config

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so for some to not have it

dark brook
#

oh maybe it's masked ai rework thing mod but I have its features disabled

deft cape
#

is making me sooooooo confused

dark brook
#

hm

deft cape
#

whats ur settings on it? pretty sure @solemn ridge uses it without any issues (think she only has like 1 option enabled tho)

dark brook
#

yeah it only has one option I'm pretty sure

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the one that only leaves the radar tweak active

solemn ridge
#

The only thing I have set to true in MaskedAIRevamp is Skinwalkers Compat

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everything else is false

dark brook
#

that's something I should totally double check

deft cape
#

skinwalkers compat is for the walkie talkie thing

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doesn't do anything for mirage

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no clue sorry

dark brook
#

alr thanks for lifting the burden of having to check that

eternal bridge
#

yep it happens to me sometimes

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if there's too many at once (you spawn a whole lot at the same time) one will have it's arms out

deft cape
eternal bridge
#

yeah

deft cape
#

interesting ive never had that happen to me

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at least when id spawn around 20-30 masked enemies

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ill see if i can try replicating it later

eternal bridge
#

its kinda neat in my opinions

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its a nice little like

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defect

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actually..

dark brook
#

number 2 I think is implemented

eternal bridge
#

hmm

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i dont think it is.. idk i might not've been paying attention

dark brook
#

I know that cause I reported it thinking it was a bug onceperceive

eternal bridge
deft cape
eternal bridge
#

its a nice bug

#

turn it into a feature

deft cape
#

alright it's a feature

#

boom, done

eternal bridge
#

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

deft cape
#

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

deft cape
#

you'll have to remind me after v2 is out

#

loooong time until i have time to work on anything else 😛

#

[v50] Mirage

twilit monolith
deft cape
#

we going back to the beta in the future 💯

dawn cloud
#

they call me the explainer

solemn ridge
deft cape
#

ill look into it after v2 is out

#

disabling arms out is a really small patch that im surprised thats even happening tbh

solemn ridge
deft cape
#

LMFAO IT'S JUST CAMPING

#

NO COUNTERPLAY 😭

twilit monolith
#

I hope my updates fixed that xD

solemn ridge
#

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

mighty citrus
#

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?

mighty citrus
lofty sorrel
mighty citrus
#

Ok thanks 😮

hoary gazelle
#

@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?||

eternal bridge
deft cape
deft cape
fiery hazel
#

mirage is spreading

#

bleeding into other games like the mimics it works with

deft cape
#

😳

fiery hazel
#

maybe i should say infecting

#

😂.

deft cape
#

||now if only CW has "masked enemies" as well 😭||

soft hollow
#

man

#

wtf

#

@spring laurel i dont know whether to feel loved or not you kept my joke changelogs

deft cape
#

did u mean to post that in #1225622177970257961 LOL

soft hollow
#

wait a second

#

Ur so right

#

@spring laurel

#

why doesnt your bitch ass have your own thread

spring laurel
soft hollow
#

I didnt source check

torpid arch
soft hollow
#

huh

#

I plead the 5th

torpid arch
#

LMAOOO

#

is that the "i don't have to answer anything because i can and constitution" stuff?

spring laurel
#

Guilty persons way out

deft cape
#

i say it even tho im not american

smoky berry
#

guys, how do I change settings of the mod? I can't find a config file in the config directory.

fiery hazel
#

you need to run the game once with the mod and then you'll find all config files

smoky berry
#

I've run it once

#

maybe I am blind

fiery hazel
#

then you probably installed it wrong 🤔

#

use Thunderstore or R2Modman it's easier than manually

smoky berry
#

I mean

#

I already have a bunch of mods installed

fiery hazel
#

let me see, for the manual way

smoky berry
#

if I will installed r2modman for example

#

will I have to reinstall all of them

#

?

fiery hazel
#

you can have manual mods but they will not show up in R2

#

do you have BarchLib too?

#

as an installed mod

smoky berry
#

as a mod?

#

its like

#

it should be in the core folder

fiery hazel
#

you need this mods for Mirage to even load

smoky berry
#

okay I tried installing it with r2

#

lemme try

fiery hazel
#

no if you are installing things manually you also need to grab the dependecies as separate mods

smoky berry
#

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

clever knot
#

How does pirated multiplayer even works?

fiery hazel
#

ehhh i do not think i'm even allowed to answer that question as we do not support piracy... and game is basically free

smoky berry
#

uhh

flint heron
smoky berry
fiery hazel
#

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

smoky berry
#

but thanks ig

dark brook
#

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

dark brook
#

IT HAPPENED AGAIN

#

SAME GUY

lofty sorrel
#

It being silent makes sense, but spawning at all doesn't

dark brook
#

mfw when i wipe the whole dungeon with dont touch me but it spawns a mimic

dark brook
stable urchin
#

Ye we had 2 spawn of people who left in previous rounds

eternal bridge
#

they just joined back

deft cape
#

i think i know the issue

#

probably only happens with NoRepeat

oblique galleon
#

probaboy

deft cape
#

im on my phone 😭 😭

#

boomer typing skills on this thing

oblique galleon
#

lol

lofty sorrel
stable urchin
#

I DO use NoRepeat so that lines up for me.

dark brook
#

whats norepeat

deft cape
#

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

dark brook
#

What's the default setting? Cooking rn will check in a bit

deft cape
#

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

stable urchin
#

All good! Yeah it's not exactly game breaking or nothin. TYSM for looking into it!

solemn ridge
#

@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

stable urchin
#

I've had locusts and such do it when set to false too but never thought much of it

deft cape
#

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

deft cape
#

ah shit ill explain in a sec im doing something rn

solemn ridge
viral obsidian
#

She's in your walls

deft cape
#

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

deft cape
deft cape
#

tbh dont really plan on fixing this till v2

dark brook
deft cape
#

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

dark brook
#

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

weary prawn
#

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

viral obsidian
#

I believe that got reported earlier today

#

Check a bit higher on this threaf

deft cape
deft cape
deft cape
viral obsidian
solemn ridge
#

XD

deft cape
#

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

solemn ridge
#

I don't either cus it never happened again

#

But it was funny

deft cape
#

you'd have to check the code to make sure

#

skibidi toilet for example extends from jester

flint heron
broken mango
#

is modded enemy choice support yet btw?

#

just curious as to disable what speaks

deft cape
#

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

solemn ridge
#

@deft cape so you may wanna check if Mirage still works with V50

#

EnemyAI got changed

deft cape
#

i checked it long time ago

#

it's compatible

solemn ridge
#

With the new update that came out a few hours ago?

deft cape
#

wait u mean a change from the latest beta that wasn't there previously?

#

oh

solemn ridge
#

Yeah

deft cape
#

interesting

#

ill check tmrw

#

thanks for the heads up

solemn ridge
#

a QOL change came out in the latest beta that's broken a lot of enemy mods lol

deft cape
#

i dont think anything should break since mirage doesnt modify enemy ais but

#

i might as well check just in case

solemn ridge
#

Ye

toxic pier
#

mirage still seems to work on my end w the new version

#

no arms out or mask and they still speak

deft cape
#

ah nice good to know, thanks for the confirmation

viral obsidian
#

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

vast canyon
#

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");
    }
torpid arch
#

oh, it overrides that function

#

that could be the reason

vast canyon
#

Looks like it is

#

Just stuck and doesn't move

#

and with fix it now wanders outside

#

|| huh, is it masked can do that? ||

soft hollow
#

@deft cape

#

Sire

#

Would you be free later today to play some lethal company

flint heron
vast canyon
#

idk 😆

flint heron
#

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

vast canyon
#

also looks like he fixed masked collider when it's dead

vast canyon
flint heron
#

ah

#

ah yeah i see what you mean the movement is very buggy

dense nimbus
#

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?

dense nimbus
#

oh okie

broken mango
#

wait what's wrong with the Masked AI?

deft cape
deft cape
deft cape
soft hollow
eternal bridge
#

"yooo!!! dude look what i found"

tall oar
#

Where can I suggest or talk about Mirage for Content Warning?

deft cape
tall oar
#

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.

deft cape
#

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

tall oar
#

ok thanks. hope they fix it

dark brook
#

oh? I thought that was a 1st April bit?

#

actually insane

deft cape
#

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

dark brook
deft cape
#

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

tall oar
#

We aren't sure what changed but it started picking random players when I hosted the lobby in CW

deft cape
#

im pretty sure the issue does lie with the networking library for now

tall oar
deft cape
#

could you ask them what they mean by it sounding glitchy? like is it choppy?

tall oar
deft cape
#

huh thats interesting, it was fine when i tested it

#

i'll try and investigate it after the networking library's issue is fixed

lofty sorrel
#

v50 out, let the games begin

broken mango
#

IT IS OUT

solemn ridge
#

@deft cape found a bug with Mirage I think, when someone resurrected as a mimic a dead dog got back up for a second

round swan
#

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

solemn ridge
#

Report it to Zeekerss if you can

eternal bridge
muted current
#

hey, if i gave my custom voice clips into the mirage folder would it play them normally?

hoary gazelle
#

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 😼😼

muted current
fathom dust
#

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.

broken mango
#

There's no name tag but the suit matches who they're mimicing

fathom dust
#

Gotcha, thanks

deft cape
deft cape
deft cape
deft cape
# muted current hey, if i gave my custom voice clips into the mirage folder would it play them n...

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

deft cape
fathom dust
#

Got it, thank you.

eternal bridge
broken mango
#

saw a mask but he didn't mimic anyone or say anything-

#

but it might be due to a player leaving

eternal bridge
deft cape
deft cape
soft hollow
#

assuming everything works on v50 Mr. @deft cape

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

solemn ridge
deft cape
#

not sure if that's a mirage bug then

#

cuz it sounds like zeekers did something to dog's code

sturdy python
#

Did add the thing where they shiver at loud booms or w/e

solemn ridge
dusky marten
#

how do you delete the saved voice logs

deft cape
deft cape
#

otherwise it auto deletes when u close the game

vast canyon
#

Zeekerss didn't fixed masked enemy

#

waiting v51 soon xd

sturdy python
#

Yeah he added "Dogs now cower on the floor when they hear a loud blast" (via 1a3's thing)

solemn ridge
twilit monolith
#

Ah, I'm guessing it doesn't fix itself with SLAI already?

steel glade
#

i suppose this mod won't allow for mimics to emote on sight right?

nova star
#

I believe that's TooManyEmotes that does that

dark brook
solemn ridge
#

@deft cape When is support for the tulip snake to use voices coming?

#

Same with Old Birds XD

dawn cloud
solemn ridge
steel glade
dark brook
#

toomanyemotes

eternal bridge
# dark brook

only reason i have this mod is to make the masked stop and stare for like 26 seconds

steel glade
#

guys do you know if r2modman will automatically update mods?

clever knot
steel glade
eternal bridge
#

no its just r2modman

steel glade
#

i mean i mostly do it manualy, and i hate overwolf

#

so i considered it as an option, that's why i was asking

deft cape
#

whats all the new v50 enemy names? ill add them soon

eternal bridge
#

butler tulip snake old bird and spike trap

#

butler and old bird already mimic voices it seems

spring laurel
#

Spike trap lmao

deft cape
solemn ridge
deft cape
#

spike trap with voices 🤔

eternal bridge
hoary gazelle
eternal bridge
deft cape
#

😂

hoary gazelle
#

13 days late pal

#

Wait till next year

spring laurel
deft cape
#

if i add support for it, it'd still be the typical "activate on a random interval" feature for now

eternal bridge
#

standing under spike trap "what's that creaking noise" "yoooo wassup" dies

deft cape
#

dont really want to spend too much time on v1 rn

hoary gazelle
#

Bro be smoking and steaming v2

dark brook
hoary gazelle
#

Full with seasoning and garnish

viral obsidian
eternal bridge
viral obsidian
#

I cannot confirm nor deny since I haven't seen them yet

carmine garden
#

Yall need to see this. The mod worked a little too well 🤣

granite musk
#

is mirage doing good so far on v50

broken mango
#

Is there issues with using the mod symbiosis with Mirage?

misty night
#

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?

deft cape
#

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

glossy topaz
#

I have a small question, and IDK, but is this mod compatible with the VRM mod?

deft cape
glossy topaz
#

No the LethalVRM model mod.

deft cape
#

well if you're talking about whether voices will still be mimicked then yes

stable urchin
# glossy topaz I have a small question, and IDK, but is this mod compatible with the VRM mod?

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

misty night
#

Thanks for your answers, i've tried it again and it worked ! 😄

solemn ridge
maiden peak
#

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

lofty sorrel
#

Never was, idk why that's there

sturdy python
#

Probably someone with a diff mod breaking mob spawns mistaking it for Mirage

deft cape
maiden tusk
#

was definitely lethallib before it was updated

solemn ridge
#

Nah there's some enemy mods that do it

#

Like Scopophobia

maiden tusk
#

interesting, didn't know that

carmine lichen
upbeat compass
#

what? lethallib has updated, mods depending on it don't need to

carmine lichen
#

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

maiden peak
glossy topaz
gusty oasis
deft cape
gusty oasis
#

Thought it was ur name

lofty sorrel
#

Yeah qwcan is quite similar to qwcant qwbarch

deft cape
#

lmao that name does almost look the same

hoary gazelle
#

The QW clan

torpid arch
#

i'll name myself qwbeach

#

for funsies

dark brook
#

#official-announcements message

deft cape
#

💀

deft cape
sturdy python
#

their outside AI broke when exiting

lofty sorrel
sturdy python
#

would stand still until it aggro'd on someone since it was trying to go to interior nodes instead of outdoor ones

deft cape
#

ah icic

#

ill push an update tonight to add a config for the new enemies

sturdy python
torpid arch
deft cape
#

hi qwbeach 😳

torpid arch
sturdy python
#

what the

torpid pecan
#

qwnation

deft cape
#

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

deft cape
#

what the heck is this v50 log spam lmao

#

gonna push an update soon

deft cape
#

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

solemn ridge
#

XD

shut cobalt
#

One message removed from a suspended account.

deft cape
#

dw new mirage feature will make time go extra fast

deft cape
#

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

sturdy python
#

tulip snake was like beta 4 addition lol

deft cape
#

ah interesting i thought everything was already released on the first beta

#

im just waiting for LLL to update b4 i even try v50

sturdy python
#

yeah spike traps and tulip snakes were added after

deft cape
#

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)

sturdy python
#

they're a hazard like mines and turrets

deft cape
#

not that it'd make much sense anyways, having spikes talk would just give it away

#

ah

solemn ridge
#

XD

deft cape
#

that clock sure was ticking fast lmfao

lofty sorrel
viral obsidian
#

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

dark brook
#

they do have a scan node...

sturdy python
#

They’re probably too loud to even hear the mimicked voice when activated

viral obsidian
dark brook
#

dormant and silent so far

#

what the fuck

#

ah its whoopie cushion

viral obsidian
#

Lmao

dark brook
#

yeah im pretty sure they are silent when dormant

#

im gonna double check but it seems like it

viral obsidian
#

Good to know 👍

dark brook
#

lol artifice spawned a dog thats just stuck

#

yeah 99% sure they're silent

#

yup one woke up and started mimicking me eating chips

soft hollow
#

Barch

#

Holy fuckin hell

#

Perfect god damn swap

#

Literally perfect transformation

lofty sorrel
autumn glen
soft hollow
#

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

lofty sorrel
#

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 :(

deft cape
deft cape
deft cape
# lofty sorrel Btw <@497541811359711263> is there any way to have mute local settings and recor...

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

deft cape
deft cape
#

oh wait jk u said it hooked onto u or something

lofty sorrel
#

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

deft cape
lofty sorrel
gaunt talon
#

is it possible to only make certain mobs mimic voice?

broken mango
#

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-

gaunt talon
#

ah okay i cant find the config

broken mango
#

did you start the game and let it make one?

gaunt talon
#

oh nvm its there now xp

dark brook
#

I didnt notice anything, but I was solo testing and the majority of clips were me eating chips

deft cape
#

ah probably a non issue then, that error will likely not be a thing in v2 anyways

dark brook
#

bet

#

also the whole old bird thing is pretty cool lol

deft cape
#

i remember ppl saying the map doesnt reward much sadly

#

like it's a troll map or something

dark brook
#

which one? embrion?

#

yeah embrion just sucks no matter how you look at it

deft cape
#

thtas the only place old birds spawn right

dark brook
#

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

ocean terrace
#

I had an old bird spawn on titan last night

dark brook
#

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

ocean terrace
deft cape
deft cape
dark brook
#

Embrion is the helldivers automaton front experience

#

With no actual loot

ocean terrace
#

Yeah 150 credits just to die

deft cape
#

gives ppl some clips at least 🤣

dark brook
#

it has 11-15 scrap

#

It's a lore piece

#

And that's pretty much it..

clever knot
#

Someone should make a mod that buffs it

#

so it's actually viable to go there

#

I'd go there more often

deft cape
#

yea i wish it'd be at least viable