#Mirage
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aightt ill try modifying the curve again then
Though I guess that's a double edged sword??
Them spawning early probably gives them more time to reach the outside/main entrance on bigger dungeons
i def want them to spawn a bit later
thats kinda why i dont want them to spawn early tbh
it just causes more unfair deaths
and just isnt fun
Yeah
I like the idea of what you're doing I just think the first execution was just a little bit too extreme maybe?
heyo, interested in downloading this mod, but first i'd like to know how this actually works. I'd guess the Skinwalkers mod works purely on clientside and doesn't send the recordings anywhere, but Mirage would have to do that in order to sync everything, right? Don't wanna sound like some conspiracy theorist, but i don't really like the idea of my voice constantly being recorded and potentially saved somewhere. You don't have to explain it in full detail, just wanna know if my fear is even justified
voice clips are saved on your pc, then sent to the other clients for syncing
and will be deleted when the game is closed or something?
By default yes, however you can change it to never delete or delete after every round in the config
hm okay
(It was changed to be deleted on game startup)
voice clips that aren't yours are never saved on other pcs for privacy reasons
i guess you meant "voice clips that aren't yours are never saved on your pc ..." as in "every pc only saves it's own clips"
or am i misunderstanding something here?
oh sorry yeah thats exacrly what i meant LOL
i just mistyped ๐
figured ^^
ok that's cool. thanks
but what happens when a monster uses a clip? am i streaming the clip from the other players pc or where does it get the file from?
@cursive pebble so i'm gonna assume you're on r2modman (if you're not, thunderstore mod manager probably has a similar option)
click on settingsand then search log, and then click this button here, and then paste it on discord
yeah it's streamed every time it's required by the others
sounds ineffective but is probably the only way to do it without saving the clips
it's not that expensive actually
hmm i dont see anything particular wrong in your logs
there's no errors
i'm afraid i don't know what the issue is then
I often saw this in the logs "[Warning: Unity Log] PlayOneShot was called with a null AudioClip."
Is it related to anything?
And maybe this "[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (SteamValve(Clone))."?
I don't know too..
nah unrelated, mirage doesn't use that at all
same with this
i honestly have no clue why voices aren't playing for you at all
while it works for your friends
and i assume you all have the same modpacks
Yeah.. this is so strange
Thanks for the answers and for trying to figure this out too
Hello, where's the config file? or, how do we configure it?
EDIT: Nevermind, found it, in r2modman or bepinex config folders
yep u got it
oh my god i forgot how fuckign scary this mod is
i thought it was my friend they were sayign stuff about a funny door
???
๐ณ
reminder to implement hoarding bugs mimic voices when using lethal phones
don't think i'll be integrating that actually tbh
just focusing on v2 and then im probably taking a break
ive been using this mod for months, i was just using an altered config, and heard a weird noise while testing something else with mirage installed ๐
Bro when v2 drops this shit's gonna be so perturbating xD
the moon we were on does some meega bloom lmao
Yeah
I THIIINK (might be better to get opinions of someone that doesn't have the memory of a goldfish) maybe tweak the curve a smidge to be a little earlier but it'll be fine even if unchanged from now
Do you have like a % per hour or w/e actually
mmm then it's good as it is right now
(imo at least)
Could defo ask Lunxara and co. for a bigger/better consensus lol
this is the original spawn curve (apparently used for all enemies)
for the keys, 0 is start of the day, 1 i think is end of the day.
for the values, the original spawn weight is multiplied by this value at the given time i believe.
from debby:
The max value is usually like 15. 1 is can spawn, 10 is common, 15 is basically guaranteed
and then this is the spawn curve that i set (left is the key, right is the value)
mainly just set it so that the first 20% of the game there's no spawns
maybe i should just change that to first 15% instead?
What hour marks the 20% im stupid
@solemn ridge thoughts as well?
honestly not even sure LMAOO
idek ๐ญ
thats the start time?
Though I guess technically 8;00 since that's when the ship fully lands in vanilla
so I guess 20% would be at like
12pm?
I miscounted I think it's 11am......??
Which yeah, sounds good I think
ah bet sounds good tyty
I feel kind of indifferent about the change personally lol
ah ic
I mean it's definitely better than yesterday where they almost never spawned XD
But I also never minded them spawning early before, I guess it does feel a bit more balanced though
Lmfao
yeah main thing for the changes is
- less of a chance for a masked enemy to camp the entrance while you enter
- later spawns means a more likely chance to fool someone (since people are more likely to be dead or not be grouped up)
with the default spawns you could run into a masked enemy so early that you're still all together
@deft cape
Hello! My friend and I decided to test the mod again. I deleted the mod cache and downloaded mods from a friend again with the same settings. I couldn't hear myself again, but I could hear my friend.
We were monitoring the logs and I was the only one with this line.
"[Warning: Unity Log] Data too long to fit the audioclip: qwbarch.Mirage. 2304 sample(s) discarded"
Can this lead to anything?
huh now thats interesting
ive never even seen this error b4
wait @cursive pebble is your microphone mono or stereo?
How do I look at it?
what microphone do u have?
I have a microphone built into my headphones and connect to my computer via a single USB
My friends have separate microphones and headphones. Does it really affect?
is there going to be the feature that the masks will also wear flashlights on their shoulders (like the player theyre mimicing)? or maybe hold scrap? i know that was a feature in maskedairevamp but i think this mod has been abandoned... cant find it anymore (neither on discord nor on thunderstore).
they do wear flashlight, might be because of reservedslots mod tho
oh yea.. true. i have reserveditemslots mods. theres no patch for that yet?
for what
so that masked enemies can wear flashlights when theyre mimicing a player having the flashlight/walkie in a reserved slot. apparently they dont wear them when the player doesnt have them in a vanilla slot right?
nah built in is fine, but it needs to be mono channel to work.
do you have any other mics you can try with?
probably not
Unfortunately, there is no ๐ฆ
what headset are you using? ill try looking up the specs just to confirm
Name the model? If so, here it "Edifier G2II Black".
I do not know how to say it any other way.
@cursive pebble if you go into the g2ii software, are you able to modify different settings for the mic?
I couldn't find out much about the specs online but there's still a possibility of it being the issue
Sure, I'll download this driver and try it in the afternoon.
sounds good
Barch break arc part 2
This feature is added by the ReservedItemSlots mods to my knowledge so youโre better off asking in that thread
Sometimes when playing invisible mimics will spawn, normally every couple moons, is there any fix for this?
dont think it's from mirage but i could be wrong
@solemn ridge dont think u have this issue right
wait i just remembered
it's probably the vanilla bug lmao
yeah
do you have starlanceraifix?
try seeing if that helps
thats the conclusion you came to when I brought it up
(it doesn't)
ah fuck
I don't think it does anyway, I believe I had it installed in that clip I uploaded
I might be wrong but
damn, thanks anyways
out of curiosity what do y'all think is a good default for custom spawns? should i just have it turned off by default?
reason i'm asking is this: https://github.com/qwbarch/mirage/issues/58
or maybe i could keep custom spawns enabled but just lower the spawn chance and make the mod description more apparent that mirage isn't just a drop-in replacement for skinwalkers, and that you need to look over the config
personally i think 20% spawn rate is fine since my goal with it is to guarantee the 1-2 masked enemies to spawn every round
but i guess for the average player they might want it to be much more rare
Probably best to make default config, vanilla, maybe?
Already have to go into the config to make it like Skinwalkers though so maybe not?
but also
"especially giving them our players' appearance"
boooring
imo actually, it's probably best to keep doing what you're doing but add a pretty clear clarification that it isn't just the "drop-in replacement for skinwalkers"
also not favorable but maybe a good idea to put the Masked spawning configs closer to the top of the config instead of at the bottom
yeah that part is pretty much the point of mirage so i won't be changing that
okok yeah i'll just make it more obvious then
cuz i honestly don't really like the idea of having it as vanilla spawns by default
while that would be ideal, i can't really change that without breaking ppl's configs rn so i can't really touch it sadly
i plan on making the config better for v2 but that's not for awhile
so maybe i guess i'll just keep the current spawns and clarify it in the mod description (and have some sort of obvious warning at the very top)
Yeah that's why I clarified the not favorable part lolll
yeee fs
i think i'll just also add a section to the README that'll help skinwalkers users transition to mirage better
like which settings to enable and which settings to disable
If you just share here what settings you'd see as the defaults. People who don't have their own preference can just copy those settings from here into their configs.
And then pin that message to keep it available
you mean the current defaults? i don't really see the point of that since they'd also have it if they just run the game once
unless you mean the "preferred" config where it's more like skinwalkers
I mean that you're trying not to break existing configs, while still pushing a change to what you feel should be default behavior
by breaking existing configs i just mean shifting keys/values around in the config will make ppl have to redo that part of their config
so showing defaults wouldn't really matter, it'll just annoy ppl when they have to update
i could have a "mostly skinwalkers" kind of config and just upload it but
i kinda doubt ppl will use that tbh
the ppl who use mirage without looking at the config and get surprised by it not being the same as skinwalkers is also not gonna be the ones to download a config file to replace it probably
edit: this reads as an insult for some reason but i don't mean it in that way lmao
Ah, I misunderstood what you meant
which i realize is another problem, i gotta condense the important information somewhere
so ppl can just skim through that and not get surprised
all good
I would just recommend making it more clear the mod changed their spawns by default
The spawn setup is fine
i do not think you should run any mod without looking over the config. that's kind of a given when downloading mods in general. if you aren't willing to read then you shouldn't be surprised when things don't work as you expect them to
Well yes but the general rule of thumb would be to highlight changes with the default config
Because realistically this happens more than anyone'd like
i think the page is enough as it is now. you probably shouldn't be modding if you don't at least look at the config before running a game, it should never be a given that these things are just drop in and run unless clearly stated on the page, which it is not for mirage
the sad reality is that there are just some people that are never going to do that, so i don't see much point in catering to people who won't do the bare minimum
Sorry that it was late, I downloaded and looked at the driver.
There's basically a microphone volume control, sample rate, effects and some kind of microphone boost.
I don't know what could help with the problem here.
from my experience it's the vast majority of users
you have to idiot-proof to some degree otherwise people will just start being a shitter towards you or about you because they didn't read a single thing on the mod page
it can be hard to find a balance of doing that and having it not actually compromise the mod in any wya
<- has had users show up literally not even knowing the name of the mod they installed and are now asking for support with
(they didn't install a single dependency or set the game up for modding)
while i 99% agree, as i have a group who just "take the mod profile i make" and enjoy it, if someone is having issues, they should look at the config, or seek guidance on what is wrong, i dont think there is much else can be done, as there will always be idiots,and there will always be people setting bad settings too ;o
I think in LC's case specifically a lot of people use "group" packs like that yeah
where everyone is using the same config settings and mods
so if the person maintaining that profile isn't doing bare minimum that is entirely on them
i don't think it's the majority, more like a vocal minority. because the majority of users are just using the mod and not complaining because they read the page and set it up themselves
tbh from what i've seen in this server at least, a lot of people tend to already be a competent modder or at least be willing to listen and learn
my experience comes from other scenes
but I do concur I'm overstating the amount most likely
while we don't know the actual stats on that, my assumption is just that the github issue i got was from someone who took the time to write their opinion/advice, and that is already quite rare.
the majority of users who do get bit by the mod they use because it does something they don't expect will probably just quietly uninstall the mod and move on
so of course i'll still have to try to cater towards that group
although i'm still on the fence about whether or not i should:
- keep the defaults the same and just make the mod description/readme more clear that mirage isn't a drop-in replacement for skinwalkers/maskedenemyoverhaul and requires you to go over the config if you want to make it the same
- modify the defaults so it becomes like skinwalkers/maskedenemyoverhaul
i'd much prefer the first though since i'd much rather masked enemies actually spawn
and i also don't like having mimicking voices on non-masked on by default, it's just too goofy to me
Option one sounds very reasonable
This is a different mod after all, you aren't obligated to make it reminiscent of something similar
yeah i never intended it to be the same, in fact in the earlier versions of mirage, i only allowed mimicking masked enemies because that's what i thought made sense, but enough users wanted everything from skinwalkers which is why i eventually added the options to do so
i'll probably just go with option 1 then
are you able to hop into a voice call sometime to share screen? (don't need to talk, i just want to see what the options for your mic is like)
one thing i find a bit funny though is the MuteLocalPlayerVoice option
if set to true as the default, new players think the mod is bugged and isn't synced at times
if set to false as the default, some players complain that they can hear their voice and then uninstall
can't really win that battle ๐
I'd say visibility is the key here again, but yeah that sounds like an unfortunate situation
which goes back to clarifying the readme, but there's only so much i can fit into the mod description before i'm basically repeating everything already mentioned on the readme
I'll be able to do it in about 8 hours, I need to sleep now, sorry ๐
i feel like what's also contributing to people not looking at the config is probably the fact that every "enableenemy" option is jammed into the same config, which makes it hard to look at the other ones that do matter
so that'll be changed in v2 for sure
all good
Hmm, I'm finding recordings are not being deleted with both deletion settings set to false. I know there was a bug once that was fixed. Do I have to do anything? I think the game is also not crashing on closing most of the times
@dark talon does it at least delete on startup though? i made it delete on start as well "just in case"
Nope, there are recordings from several days.
Found this
[22:03:15.2896536] [Info :qwbarch.Mirage] recordings: 823
[22:03:15.2901495] [Info :qwbarch.Mirage] index: 795
[22:03:15.2911420] [Info :qwbarch.Mirage] recordings size after removed: 822
what version are u on? i thought i removed those logs
older for that pack since it's v49. let me check
ah i see. I'm on 1.3.2 there and you introduced the deletion on startup in 1.5.0. So mine is probably not exiting correctly?
well the exiting logic was never changed, i still use Application.quitting += deleteRecordings;, and if unity doesn't fire it, there's not much i can do about it AFAIK (if anyone knows a solution i'm all ears though)
i still prefer the only masked ones mimicking your voice imo
same i think that's the better default as well
Having the option is nice though
@dark talon theoretically there shouldn't be any v49 conflicts in the latest version so you could try it and see if it works
for what? ๐ฎ
All monsters having voicelines for goofy gameplay ๐
Assuming it's in, if not that's totally fine too
that's already a thing, just not enabled by default
yo wtf this is still set to true? i thought i set it to false by default a long time ago
i could've sworn i added a comment about it being a legacy feature that will eventually get removed as well
i must've not pushed the commit or something lmao
yikes
oh wait nvm i confused myself ignore all that
EnablePenalty is just for keeping it vanilla lmao
funny how this setting is so bad that it even confused me
anyone around rn mind looking through the new README? https://github.com/qwbarch/mirage/tree/production
new mod description (on thunderstore) will be like this, hopefully this makes it more clear now:
Synced voice mimicking for all enemies, and a focus on features for masked enemies. Alternative to Skinwalkers + MaskedEnemyOverhaul, but is not a drop-in replacement. Please look over the FAQ and config options to enable/disable the features you want.
2nd bullet point should be nested
and also mention the penalty feature in that list
but otherwise yeah this looks good
oh the penalty thing is gonna be removed in the future (which i added a note in the config)
thanks probably just gonna push it soon then
barch pushing Mirage update while I'm starting my Stardew stream XD
๐
Mirage v1.6.1 is released:
- Added a config entry
UseCustomSpawnCurve, that when enabled, changes masked enemies to spawn later in the day.- Requires
EnableOverrideSpawnChance = truein order to work. - Credits: TheDebbyCase for explaining in-depth how spawn curves work.
- Requires
May I ask where voice clips are stored? If thats even possible to see. I've been looking everywhere for the folder but i dont think ive been looking in the right places ๐ฅฒ
im just asking cus i keep getting voice clips from days ago and i just wanetd to see how to delete them
there's a folder called Mirage inside your lethal company folder
(well by default it gets deleted when you close the game, so you might not see it)
oh wait if the problem you're having is that you're getting voice clips from days ago, that's interesting... it should also be deleted on startup just in case to prevent that
what version are you on?
v50 and latest version for the mod
oh my god my mirage folder is MASSIVE i see where the clips come from ๐
over 4k clips that thing never got cleared ๐ฅฒ
could you send your config?
looks like something i might need to look into again
i'm just surprised it's not being deleted on start
on it
im a bit clueless when it comes to all this kind of stuff so i dont even know if this is a mistake on my end ๐
IgnoreRecordingsDeletion is set to true
Gorgeous
oh, alright, ill make sure to change it
thanks
yeahhh you explicitly set it to not delete the recordings, that's why ๐
thankfully not a bug then
i never touched anything in the configs ๐ญ
did you perhaps import the profile from somebody else first?
but it might have been my gf then, after all i got it from a code she sent me
yeah
yeah
probably that
Hello, I can now
But if you say something that I might not understand because I don't know english well..
it's ok no need to talk, i'll just be muted as well, i just need you to share screen me so i can see your microphone settings
okay
@deft cape is @deft cape the creator of mirage by @deft cape?
@deft cape is indeed the creator of mirage by @deft cape
One message removed from a suspended account.
quite the discovery
@deft cape glad to see the update got pushed live with a config option ๐ซก
Any changes since the last Experimental build?
or is it the same curve?
same curve
can you set a threshold so it doesnt create audio clips of only keyboard sounds?
thats fixed in v2 with SileroVAD
like it wont record a bajillion empty clips because of background noise and keyboard clicks
so in a future version of mirage?
yup
nice. thanks ^^
v2 wont be for awhile though just an fyi
oh okay. just wanted to ask if theres an ETA
while silero vad is already implemented, there's still quite a bit to work on
honestly not sure
cant really say until a bit more progress is done
alright. good things take their time
What kind of overhead does it add?
regarding that setting, is it just for when someone turns into a masked? or does it disable all penalties regarding death?
pretty much none, when i tested it on/off, i noticed no difference in fps
it's always disabled if set to false, but dont use it, that config is getting removed in the future
It gets rid of the death penalty entirely when itโs enabled
I know this because barch accidentally left it on in a version a few months back lol
i just never changed it as i figured it altered the vanilla setting, but as it was being discussed, i figured id ask the question
so true = vanilla, false = no penalties at all?
yep
was there back when spawnonplayerdeath was always enforced and natural spawnd werent a thing
ah ok, then im using the right setting ;o (for me, for now), i just suddenly wondered if it only related to when people turn into masked, haha. thanks
yee np
good to know, thanks.
Hello, what should I do if my friend's voice is not recorded for some reason, both he and I hear mobs with my voice, but we both do not hear mobs with his voice, is there any solution to the problem?
where will the v2 voices be uploaded to to train the ai?
while I understand and like the concept per se I have a feeling that the involvement of AI and voice learning could cause huge privacy issues
I think I remember hearing that the training model will be downloaded locally for the host so that shouldn't cause privacy concerns
Unless I'm remembering wrong ofc
It converts the audio to text and THEN AI gets involved, the voices have no need to be uploaded anywhere
How much storage do you think the model will take up?
But also the mod, I imagine, will be checked over by Thunderstore staff to make sure it's safe, given the nature
Yeah that AI won't mimic your voice, it'll just choose an appropriate audio file given the context.
with the exception of masked enemy overhaul we used the one by homelssginger but it destroyed our spawn rates in v50
For the sake of conserving space I'm gonna reupload the list as a text file, could you delete your modslist?
It was already in the v49 that they didnt move
Oh it only happened when you were using v49?
no in V50 aswell
Would you happen to remember what moon you were on when the issue occurred?
basically ever moon. even the company. i post a clip to the other chanel for you
The Company it makes sense cause nothing can move there
ah ok no sense in that then
Not sure on the issue exactly just yet, but I will let you know that LethalExpansionCore doesn't work properly on v50
I just watched an old clip and they were moving in v49. now im doubting myself if they stopped moving before v50
@lofty sorrel Everything works now as intended. Thanks
sounds like the same issue @cursive pebble is having
unfortunately i don't know the cause/solution, and quite frankly ive never heard of this being a problem until now
but it has to learn to mimic the player's voice somehow I thought?
like these president meme sound videos are made by providing/feeding ai videos of presidential speeches
or am I missing something
nah v2 isnt trying to synthesize your voice, it saves all your voice clips and then tries to learn over time how you respond to things, and then pick the best match
ohhh
alright that makes sense
yeah I thought it would somehow live feed an ai to pretty much be able to say anything in your voice by itself like new sentences and stuff
nah tech isnt there yet for that
that would have been a bit creepy as well
but I like this idea
plus saying new things might give away your speech pattern being different too
I don't think that sort of thing is even possible like at all unless they have a scan of your mfing vocal chords
I mean
iirc
some ai models available to the public (dall-e? not sure if thats for images or voice) apparently only need 17 seconds of your voice nowadays to be able to create authentic voice deepfakes
which is mildly terrifying imo but yeah not 100% sure about that
17 seconds of you making standardised sounds sure, but not a natural 17 seconds of speech
I have severe performance issues with this mod installed for some weird reason
is there any function in the settings that blocks voice recording in the game?
any error spam? usually performance issues is from a mod conflicy that causes a ton of errors
dont think so
can you ask your friend to go to the lethal company folder
there should be a folder called "Mirage"
just see if the voice clips are recorded properly
folder might've been deleted though so they'd have to go in game and then look at the folder at the same time
and where is this folder located?
it's inside the lethal company folder, unless thats what u mean
for example, I don't have such a folder, although my voice is played on mobs
It gets deleted when the game closes
my friend has this folder, but I don't
we both don't have the game turned on, but I don't have this folder, and my friend does
Are your config files different?
sometimes it doesnt get deleted properly
on game close
but that does mean your friend probably does have recordings being created
it's the same issue as coolfreak then
my friend has recordings of our conversations in this folder, but I don't have such a folder.
recordings are being created but it's never played for anyone
i get that, it just wasnt deleted properly for your friend as it normally does, but thats not really a "problem"
i tried to look for a solution for hours yesterday with coolfreak sharing their screen
couldn't find anything im afraid
and what is the explanation for the fact that I hear my voice and a friend hears my voice from mobs, but his voice is not heard
Actually, thank you for trying to figure out the situation, since we had the same problem in the skinwalkers mod, but the developer didn't even try to figure it out.
i really do wonder what the problem could be since there's 2 reports of this problem now
i thought it could be a locale problem but
coolfreak said they're on the same locale as their friends
Well, my friend and I are in the same country , but quite far from each other
nah thats not the problem
since ur friend cant hear themself either
it's happening locally as well
honestly no clue, my guess is just that the audio files arent being read properly for whatever reason
and it can't depend on the fact that the computer is weak?
what was the issue you were having, and what was the solution? just curious
nvm i see it's masked enemies not moving
idk why that'd be a problem though. you found out the problem right? what was it coming from?
I never found the problem. We only adjusted the spawn rates a little and it works now again
so masked enemies still freeze then?
i feel like there are enough reports of this recently that it's concerning
im not sure if i broke something
no it works now. We tried to reproduce it but they werent frozen anymore
ah odd... glad it's not an issue anymore though
I feel like this mod should increase the likelyhood of hearing a line again if it occurs from a monster shortly before a kill. That way the more believable lines that work are used more often. Or at least it would be cool
check pins about v2 that should address any concerns about making it more believable
Donโt mind me, just adding opinions even tho I havenโt played in forever
oh yeah you should read the pinned message eithet way though :D
@fathom dust i think the invisible masked issue you were having is related to SpawnOnPlayerDeath
seems like the feature might be bugged
I have that option disabled
oh idk then
was about to say that SpawnOnPlayerDeath at least worked fine in my local tests but lunxara and tom seemed to have that issue coming from it
ah bet
does the error look like this?
i believe thats a vanilla error thats fixed by starlanceraifix
Ah yes my nemesis audioknight
audioknight the goat
and only one of you has audio in their name ๐คญ
Smh some people just canโt understand
players that left can still be mimicked but without their cosmetics
oh yeah i forgot about that
@alpine patio drop your logs here, i'll tske a look at it in a bit
how do i do it?
its like those things that pops up after launching lethal company modded?
yeah that
if you go on r2modman
go to settings, and then type "log" into the search bar
there should be a button that copies your log to your clipboard
just paste it in here
@alpine patio were you host?
yes
well that's odd, your logs don't really show any info, like it doesn't seem like it even got past loading into the game
mirage is supposed to register some prefabs and that never gets logged as well
so you didnt fount anything?
well just odd that your logs are so empty for whatever reason
do you have the default mirage config
yeah
just go into another game and then send the logs again
wait
out of curiosity actually
in single player what moon were you testing on
and in multiplayer what moons were you on?
experimentation
still experimentation
cuz i wonder if that has to do with it
oh
nvm then
ok yeah just do a multiplayer test rn in experimentation and then send logs
ok im testing it rn
can you send logs a bit after you load into the moon
and another log more towards the end of the day or something
i looked at my code rn and im not too sure how to do a quick fix so i think i'll just look into it after v2 is done
yeah in the config
ok
oh nice glad to see it's working ๐
it sure do be
well, it shouldn't ever occur in vanilla, I think originally it was some other mod adding meshrenderers and then not removing them
Maybe? I don't either, so I didn't wanna say ๐คญ
Hey i have a few questions:
- Is there or will there be an option to change masked spawn weights on different moons?
- Does having maskedenemyoverhaulfork disable mirage end of day spawning curve? (I have both installed and there is always a masked waiting for me on vow assurance and adamance is always filled with 3 masked 1 minute in)
- What are the main features of maskedoverhaul that mirage does not have?
I would be grateful if someone answers these questions
Yes
- there is not really any reason to have MEO or MEOF if you have this mod
- see above
Thanks
Well technically there are some adjacent features that MEOF has like the zombie apocalypse
i do want to point out that having 3 masked means another mod is overwriting the max # of masked enemies
mirage has it set to 2
(for naturally spawned masked enemies that is)
SpawnOnPlayerDeath obviously doesn't follow any of the regular spawning rules
i just got tired of it, i kinda like the more "default" looking discord pfps ๐
goku drip
shouldve used this one obv
๐ณ
i just subconsciounsly made a connection with discord pfps and reddit and it just ruined the whole idea for me
cool pfp btw
I've been thinking about this for awhile, and I have unfortunate news regarding changing the masked ai behaviour.
While I will continue to work on v2 and finish the currently planned features, I will no longer be reworking the masked ai behaviour at all.
After v2 is complete, this project will mostly be in maintenance mode, where I will provide bug-fixes if they're major enough, and I will try to get the mod to a stable point.
Once v2 is stable enough, unless I'm just sitting around and bored one day, I will not be adding features anymore.
My reason is simple: I've spent way too much time on this project, and want to work on other things that'll help me start my career.
I hope you all understand, and I apologize for not delivering everything I promised, but I realized I need to shift my priorities elsewhere.
But to reiterate, I will still be completing v2 with oeis for the voice recognition + machine learning changes. Only the masked ai behaviour changes that was promised is being dropped.
Sad news no matter how you look at it, but completely understandable, thanks for putting all the work into mirage, it would be hard to imagine lethal without your work! Wishing you good luck in future endeavors 
NOOO NOOOO NOOOOOAARRRRR
so no holding things?? dang
hopefully someone else picks up changing the masked ai behaviour, maybe if piggy becomes interested in reworking maskedairevamp again that'd be great
i think too many emotes is working on maskeds but i could be wrong
Working for me
All good, I think itโs pretty much perfect as it is. Even if it is in maintenance mode itโs still a definite go-to for me
Are there any future plans to add custom model support?
#1200695291972685926 message
So I'd guess not
damn
We use the same cursor
Unless that's not Anathema White and a similar one lol
couldn't you just use #1187188516644474911
Bad wording, mb. At the current moment mirages can't copy models and will just be a deformed version of that model making it obvious what is and isn't a mirage.
it's supposed to be able to, bunya added support for it awhile back
support for cosmetics and whatnot is made by the other mods themselves, not mirage FYI
Oh really? Maybe bad mod combos.
possible that just the specific model you have doesnt work for whatever reason
i tested ModelReplacementAPI awhile back and it definitely worked
Hello, wondering if anyone encouter Masked keep stucking when crossing gate?
this wouldn't be coming from mirage, there's no changes to the masked ai
Thank you for answering. I'll try to look out what's causing it. ๐
these guys will not survive using Mirage v2 just saying-
also idk if they're using mirage
we love the company!
the second installment of us playing lethal company with the overpowered mimics mod. this time with skinwalkers! so many people suggested a re-do with them being able to talk so here it is. hope you all enjoy!
hi hello this is my longest video yet besides the one hour one so hopefully you guys like the longer content. som...
lmao that first interaction
so progress update for v2: i've more or less finished rewriting the stuff i wanted to rewrite/fix.
tomorrow i'll be doing a quick bugfix for v1, and then after that, will be out of town for a week so no v2 progress for a week.
once i'm back, oeis and i will finally start hooking up our code together to hopefully get something working that we can test with (won't be ready for public tests fyi)
@lofty sorrel also since you've asked about being able to just drop any audio file and have mirage stream it over to other clients, i've fixed the logic that i mentioned being broken in v1 for v2, so you'll be able to do that during v2 as well
@eternal bridge i think you requested this right? https://github.com/qwbarch/mirage/issues/57
i forgot about it for the previous update, so i'll add this tomorrow as well
any masks that spawn.. even through vanilla spawning will have the appearance of a random player right?
finally got around to trying v50. made a very light modpack with few mods.
everyone was wearing the new bunny suits, but the spawned masks werent wearing them.
they were wearing default company suits.
didnt even have morecompany or any cosmetics/suits mods installed
now masks created through wearing the mask did have the proper suit (bunny)
It would be cool if in a future update that when enemies mimic you're voice, it would have a chance to sound wrong. Like it could be distorted, or play backwards, or have a higher or lower pitch. Just an idea, it could lead to some pretty funny or scary moments.
skinwalkers does different pitches
Really, i never knew that.
yee
Why not add it to this mod too?
Yeah but it would be pretty creepy, maybe it could be like a chance for them to sound different.
yea
it's supposed to yeah, is this suit one of the vanilla suits from v50 or something
ill do a test later to double check if it's broken
not planned
v50 vanilla
thats hella odd, it's supposed to work by default
?
yes itโs a purchaseable suit in vanilla
i must've remembered wrong
shouldnt be any issues then but ill investigate tonight
Big props to you from me and my boyfriend.
These mimics are shit scary and fun to fight.
They're smart enough to trick us quite a lot.
glad y'all liked it ๐ฅบ
Matty came to kill us despite having left the game a couple games ago :(
@light jacinth if you're talking about them looking like this, i'm afraid that's a vanilla bug
masked do copy the suit, they just don't copy the ears
that's an issue zeekers needs to fix
Mirage v1.7.0 is released:
- Added a config entry
RecordWhileDead, that continues to record a player's voice while they're dead. Default value:false. - Fixed a bug that caused monsters to try to mimic disconnected players (resulting in no sound, since players must be connected in order to send their voices to others).
lmao, i totally agree.. only way we have to tell a masked from a real player is the times that they say stuff that makes no sense.. and im also using the better nameplates mod, which shows up from a mile away, trying to tone that down, so you dont know its a masked until your too close, because as you say... they are tricky xD and the nameplate, while great for players, takes away something from the mimicking masked lol
where does mirage save the audio clips?
lethal company steam directory i think? thereโs a mirage folder im pretty sure
Oh well, maybe one day.
yep that's correct
mb i just realized my reply sounded a bit rude, it's just something i personally dont think makes sense in mirage since my goal is to try to make it better to decept players (with v2), and that goes against that thought process
not to mention im also probably not going to work on new features after v2 is done
Is inclusion of AI voices planned?
I know it's a titanic effort.
But.
Maybe you're well-versed in code and ambitious enough to plan it.
Just curious.
@uncut rampart check this for v2 plans
Thank u. Sorry for probably being annoying with the question. I bet it's common.
just to be clear though it doesn't train off your voice to simulatr yout voice, it learns how you respond to things over time and tries to pick the best recording to respond with
Makes sense.
huh i guess the ears arenโt a part of the suit or something
nah it's totally fine actually, pretty common to wonder about it so i just point people towards the pinned message
Inserting actually AI voice generation in a Lethal Company mod...
Is kinda fantastic.
yeah and zeekers forgot to make it copy over to masked enemies ๐ญ
I mean, most free / cheaper ones can't even reliably generate a voice of a celebrity / popular media character, even after being trained on a shitton of audio.
yea training it to simulate your voice on the fly cant be done AFAIK
tech isnt there yet
so what's planned for v2 is the best compromise
i think making ai voices of random players ingame would be kind of questionable anyways lol
thats another thing, that kinda raises privacy concerns imo
One day, I'm sure, I'll hear the mimic spitting racial slurs in my bf's voice.
But not now.
but yeah I like how you're doing this and it's much better and allows for more creepy moments
yea lmao
It's really scary at times.
I died and that shitter spawned.
Asking my bf "Eugene where are you?" and stuff.
yea when i heard about v2 having like ai i was abit unsure but when i found out it was just like voice recognition (?) and making it like play clips at specific like appropriate times it sounds cool lol
That would be ungodly cool but yet again ungodly hard, and by hard I mean literally impossible currently
It's already quite smart, from my experience.
But making it even smarter and user-specific in future? Yes please.
it just kinda plays random clips right now doesnt it lol
Yeah it's just random clips rn
yeah i realized i gotta clarify it more cuz ppl seemed to think it's gonna train off their voice, which is definitely iffy
At least Mirage appropriately cuts them.
i cant remember if i was playing this mod or skinwalkers but it was funny once being stuck in a like room with a coil head as it meowed at me in my gfs voice lol
tech wise it'd be cool if it worked, but personally i'd be iffy of having my voice used for an ai model
And it doesn't seem brainless despite being random.
Actually I retract that statement, voice clips make the mimic more creepy and make it actually possible to escape the mimic
im sure it'd be possible in a decade when the tech companies open source something of the sort
OH I REMEMBER THE MIMIC RICKROLLING ME IN MY BFS VOICE.
are u on push to talk
just curious
It's funny cause he got everything but the first sentence wrong.
Plus even in 10 years I think the AI is gonna get confused between the music I was blasting earlier and my gutteral screaming as I die
I'll have to check, but we just... You know. Talk. Without pressing anything.
I don't need my voice to sound like an EDM song
btw wb ouk it's been awhile since i've seen u around
ah thats voice activity then
Yes!
Yeah lol, decided to pop in for funzies
Probably gonna figure out if my old is bricked cuz of v50 and figure it out from there
voice activity users will like v2 since it records way less empty audio clips now
it probably will be tbh
lot of popular mods broke
Likely
I don't know what the dev did in v50, but modded plays are so buggy.
Varies from perma lobby loadings to all suits being orange.
btw @gloomy crow u should check out #1212451384021221457 if you ever want to collab with ppl since u had cool ideas
I'm just glad that LCVR is working
oh shit i gotta brb
Take care.
You are a saint for showing me this
it's just mostly mods authors not fixing their mods tbh, zeekers didnt do anything in particular
yeah if u ever wanna collab with them im sure they'd love to, there's a tooon of people working on it together
Tbh I'm tryna redo some of the sound effects I got for sum I made
For the idea I had
So I probably will try to
Risk of Rain 2 has a smaller community, but they seem overall more responsible.
Hooked by Thunderstore and r2modman, roo.
But.
Some stuff still occurs.
Like.
Wesley's moons not working.
They released a patch today, and suddenly, everything became normal.
No endless "your seed is xxxxx" loading.
wait it records empty clips? i always assumed it like only recorded something if there was any like talking/noise
This was due to wesleyโs moons being on LECore, which was not updated for v50. So he took the time to switch to LLL alongside optimizing them.
i mean ror2 has been around longer than lc. so itโs had more time for the modding scene to mature.
everyoneโs modding the game with their own differing solutions. hopefully something like LLL becomes the common ground for most modders, but itโs still in the works.
The shift is definitely there
Mods have been buggy lately due to this and v50 happening around the same time
Just the circumstances, otherwise lethal mods weren't this temperamental either
I have no reason not to believe you, but I just want you to understand that such was my first impression.
Our runs are infested with glitches ๐ฆ
you have every reason to believe me. after all i am a stranger from the internet. a trusted source. โ
๐
it's just that dissonance vad (and most voice activity detectors in general) pick up a lot of sounds, so it records things that arent ideal
it's fixed in mirage v2 using SileroVAD
o lol
yeah LLL definitely seems to be becoming the standard
but yeah with how voice activity is rn, the recordings folder often has tiny audio clips containing random noise
Dissonanceโ resonanceโ
The audio detector is strong in this one 
is there any public registered output of the audio the masked are playing?
for example.. skin walkers has this as the variable to get the audio, which can be used in other mods, but i also realise, skinwalkers isnt synced, so things maybe very different there.
SkinwalkerModPersistent.Instance.GetSample()
I was looking through your code, and frankly, I dont understand the language you are using (im a strictlly c# sort of guy :P), but the closest thing i found to the above for mirage is "voicePlayback", but i am not sure that is correct, and I certainly dont think i can access it like the skinwalkers get sample can be accessed.
The language is F#, a functional variant of C# to be crude
Technically you could just access the audio clips from the file system if there isn't an api provided for it?
well, my aim is for the same audio that mirage plays, to be re-used, so i would then need to work out which clip is played by mirage, and access the same clip xD
I was hoping as i said, there would be an accessible object I could use as i noticed skin walkers has one, but upon looking at the code, i realised life isnt as simple ๐
and ah, heard of Fsharp, never seen it before, i guess spending a decade buried in C# hasnt done me any good.
does the voice icon show with mirage when using nameplatetweaks?
the masked do not get the nameplate afaik.
alright, thanks!
i could always expose a method for you to use, whats your goal? modify the audio on the fly?
nope, no plans to edit the audio, i know nothing about audio xD
I am going to try to make a new AI mod that will (hopefully and eventually) tweak multiple AIs in the game.
I asked piggy if i can use MaskedAIRevamp as a starting point, they said ok, so, i figured the first thing i will add is this feature which MAIR<->skinwalkers has, but MAIR<->mirage didnt seem to have.
I dont know if its something that occurs in mirage already as frankly, my group dont use walkies much, but in the brief time we have used them with masked spawning, Im not sure the masked have ever spoken over the walkie talkies.
oh is the goal to modify the ais of existing enemies? cuz in that case i dont think you'd need to do anything with mirage
oh wait
i think you're trying to do the walki talkie thing huh
yes, the walkie talkie thing ;o
ill take a look at what piggy does so i can expose a method for it
but cant touch it till monday cuz im out of town without a pc rn
no worries, no rush, just thought id ask.
literally all piggy does is check if skinwalkers is installed, and then gets a "sample" clip from skinwalkers.
i planned to check mirage is installed.. then do the same, but when i found nothing similar, i was just looking for any option possible, but then found none.
that would be a good starting point cuz it's just enabling/disabling/editing parts of the built-in masked AI
to kinda test ur abilities?? idk
this im talkn abot
lol i get it, i was just responding with a thread I actually already had my eye on.
i dont know if the modding community (or at least a big enough part of it) has realized just how much can be done with masked
like they have SO MUCH potential
obligitory thread plug
wow. my message got blocked :3 let me re-word, lmao
YOU HAVE BEEN TYPING FOR LIKE 3 MINUTES
yeah its long.. i thought me telling people to ... (pretending to be a masked) was causing it.
to be blocked.
ayways
so ill split this down..
well... this may not be the exact place to discuss it, but, i agree, ive always thought that.
for example, in piggys mod, the masked use the terminal to order a fake item ship, as well as possibly use terminal codes (never seen it, but looking at the code, thats the impression i get) to open/close doors in the facility, turn off landmines, etc...
my thought is, why stop there.
pull the horn
use the signal translator ("danger", "safe", and other short phrases, a lot of which, ive personally sent to my group)
use the teleporter
even piggy put in a setting for using the take off lever... what if it sent a signal translator message that was like... "hahaha", "... humans".. and then counted down from 60 to 0... then pulled the lever.
basically.. genuinely be an ass... and.. obviously.. if people dont like a feature, i was going to rework the config so people can turn individual features on/off.
changing individual abilities (like their run speed, and how far away they can see you) wasnt in my plan, never even thought of it tbh, but maybe i will.
i usually disable their terminal stuff cuz they just all pile up and don't do anything
thats the other thing is masked in that AI mod stand around and do nothing a lot, and they only really start attacking if there's more than like, 2 of them
well yeah, i already worked that out.. the masked do a lot of the "same", and they need to be taught to have a bit of variety in their lives.
maybe starting with editing the base values and turning that into a mod like [my idea]
hold on idea imma add it to that mod
i think its more just a case that randomness is in full flow.. and randomness just often = do nothing
what do you think of the idea
its like the random weather... sometimes its garbage everywhere for days.. so maybe something like weather tweaks does, but for "what the masked is doing" is required.. so they dont just stay there doing nothing, or doing the same thing
yeah, they already have modes but they all do the same thing in unison, i'm pretty sure it's designed so that they're supposed to all do different stuff, but something isn't working right and they all do the same thing
im not sure they all do the same thing.
im not too familiar with it, but, i think every time a masked spawns, its patched individually. i could be wrong though, either way its random number generation causing their choices..so if they had more options of things to do.. and also, if they had more guidance on what should be the likely next action in favour of other actions.. then they might be less repetitive and might have more purpose to their actions.
^ ?
in maskedairevamp the masked already have personalities, that is the way i understood your idea, except the personality would be fixed upon what mask they spawn with.
oh it said unknown, so i didnt check it.
๐
its a lot of things said, some good, some bad, my thoughts were, once i actually have an updated release ill read github issues for suggestions/bug fixes, so your welcome to post them all there one by one once i have made that available.
being honest, i keep hearing reports of MaskedAIRevamp falling over and breaking... i never see it myself, so id rather fix those issues before adding massive changes.
yeah sounds good i'll think of a simple interface to use
eclipse yba
i dont know what that means xD
dawg, you be glad you dont
nothing offensive to you btw
just had a brainrot moment
never thought it was, i just.. dont understand ๐ฆ i like understanding ๐ฎ
you have the same pfp as a youtuber known for playing a shitty roblox fighting game
interesting, link? my picture is old as f... i forget where i got it from.. but i guarantee i got it before roblox existed.. i can only assume its similar.. not the same.
nevermind, found it, and yeah its different,im sure there are wolves like that everywhere tbh
Just looked him up, he has a wolf facing left
looks similar, but i doubt they changed it, I have also streamed in the past, and Im aware that streamers like a "consistant brand", so i doubt they changed it.
@ionic shoal since what you're doing is a WIP, is it alright to wait until v2 for this functionality? i wanna have a simpler public interface, but i'd have to refactor a couple stuff, and i don't really feel like doing it in v1
thats fine, just figured people may want this if they use both mods, i find it a shame it wasnt done before so was just thinking id resolve that ๐
gotcha i'll try and coordinate it with you when i have a bit more work done first then
hey. Last night we updated to the newest release of mirage and none of our group could join each other. it was our only mod update that night and disabling it meant we could connect again. Anyone know the cause?
honestly not sure why the latest update would prevent you from joining the lobby
i'd recommend just staying on the previous version if that one worked for you
yeah its just that one for some reason, we tried it again today and the same happened. Thanks tho :p
really not sure why the latest update causes that, im curious if it's happened to anyone else
the error message we got was that the host had already started the ship or something
if that helps :|
latest update is so simple that idk how thats even possible tbh
unless theres more reports of it i'll probably just ignore it for now
I've not experienced this issue at all so probably some other mod causing problems
Not to us.
Me and bf played fine yesterday.
is it normal behaviour for a masked to not attack clients? they just dancewalk into clients but not actually attacking
I think from a spectating pov yes
Its a lag thing
From their pov the masked isnt actually touching them yet
If on their screen, the mask is touching them and doing nothing then something is wrong
YEP
yeah i figured i'd have gotten a ton of reports if it's happening to everyone
are you getting what zeta described?
if they can never kill a client that's a bit concerning
it does sound like he is correct, i was only spectating, will try later if clients can actually die
yeah often times from a spectating pov it looks like they're touching, but on the other player's pov they're not touching
would just disable it in GI
GI is generally set up so that if a feature is disabled it just doesn't hook into the game at all, so should be no conflict
yeah you're probably right
whats gi?
GeneralImprovements
oh okie
V2 progress?
sorry for the late response, currently out of town so i'm not working on mirage rn
but where i left it off, i finished rewriting the main things i wanted to fix
so once i get back, oeis and i will be hooking our code up together so we might be seeing some results soon
although it'll likely need a lot of tweaking and won't be ready for public beta tests yet
all good
Bet
we found the issue if anyone else gets the issue. another mod had a mod called 'lobby compatibility' that somehow got 2 guys of our packs. somehow only messed with mirage, we're not sure why but if anyone gets the same issue look for that mod
thanks for your help though :)
did everyone have lobby compatibility? if not, thats definitely why
good to know though, if anyone has that symptom in the future i'll know where to look, so thanks for mentioning that
this is why you need to share codes instead of letting people manually download
true though, it's way easier to keep things the same by sharing profile codes
^ also, lobby compatibility works with mirage, i use both.
the problem.. is afaik, as follows..
you download lobby compatibility... with your modpack -> you start the game.. the game isnt actually ready to play, but starts anyway... its then missing X mods, but doesnt warn you...
so you jump into your friends game, its buggy as shit... BUT if you have lobby compatibility.. it knows your game isnt correct vs the host.. so it blocks you from joining but wont explain why.. because your game "thinks" you have everything, but you dont.
re-open the game and join again.. and it should work.. but only after your game "has everything"
how i know:- my group love joining last minute, they download the pack, and the moment it hits 100%... and they can hit the "play modded" blue button, they open the game... they always cant join, lobby compatibility always blocks them, they always say its "broken", and explain this issue, i always tell them to open the game as its been 4/5 minutes now since they downloaded the pack ๐
i should say the "pack", i mean, the thunderstore profile... ๐
interesting, didnt know thats a thing
like being able to start the game "early" when it's not fully ready yet
why do you use periods so much in your sentences
pauses. i write a lot... i try to give people a pause rather than just monolog it for 3 years, sometimes i put too many in. i used to write SCREENS of text in conversations lmao
ngl i didnt even notice the periods at all
@eternal bridge thought u got the modder role for a sec there
was about to ask what mod ๐ญ
wanted to see what u cooked up
wait fr which
just go on thunderstore and search sagey
they're all sound replacement mods tho
we do share codes but theres a few client side things we like to do our own ways. we think the mod came from the secret labs pack which most of us removed since it just kept breaking our game. turns out they added another mod to it that also broke the game
yeah it just gave a really odd error message
it said something about the host already having taken off even when the game shouldve been joinable
i have no clue
what caused this
or what combination of mods caused this
so im gonna point fingers at everyone and no one
Watch HELL and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
what in the flying fuck LMAOO
infinite credits glitch???
what I believed happened
is that I teleported the body
GI automatically collects dead bodies
but for some reason
it kept
collecting the body
you can see the body collected icon glitching out in the middle of my screen
ah makes sense, honestly since you all maintain slightly different packs, you should all just install lobbycompatibility to make finding conflicts easier imo
ohhhhhhhhhh
must be a pretty recent bug cuz i dont remember that being an issue
Yeah that would be so useful. Thank you for your help :)
Can somebody tell me what's the point of masked overhaul if Mirage already does everything except the zombie invasion mode
I've seen people use both together but idk why
Does masked overhaul add other stuff besides the removed mask and zombie hands that Mirage already adds?
maskedenemyoverhaulfork also makes masked enemies set off mines i think
other than that there isnt too much of a point of using both together, unless you want the zombie apocalypse feature
yeah in that case you're fine with only mirage installed
I got one more question
Don't recall this being a thing
Will this mod support Model replacement API someday?
I noticed that when using custom models it just doesn't seem to load at all on masked
It makes me wanna avoid using the API since it makes masked too easy to identify if you're using a custom model
Think that's something you should take to that mod since it's supposed to do it itself already
it's a new feature iirc, maybe it's not on by default
It is on by default I just downloaded to remember what I used it for specifically lol
already supported, thats supported by modelreplacementapi itself
if a model isnt loaded thats an issue with that model or modelreplacementapi
Hold up when did that get updated!? This is amazing news
I used it for the "Reveal Mask When Attacking" feature, in terms of what Mirage doesn't have
you should ask bunya about it in #1187188516644474911 if certain models are broken
modelreplacementapi has supported it for awhile, i forgot patches which update though
I'll check the changelog
ah yeah i forgot about that
name tags are also another thing but it's broken so i just dont mention it
Friends complained Masked were too hard to figure out so im w/e about that thing lol
Albeit they play once in a blue moon so
Time to find all the cursed models
yeah new players get bamboozled by masked so easily
I don't really mind
ah were u on an old version of modelreplacementapi
and the people that still want to play in the group, their drive to play is kinda
just
Lethal Casino
LMAO
Lethal Casino is addicting
I added Emergency Dice for the mid-moon gambling too
i havent tried lethalcasino cuz i wanna be playing the game instead of rolling slots ๐
It's also why i'm like, "why not just add 10 million things to buy" for whenever someone wins big
I've never once won big enough to buy everything in the store
I think the casino is fairly balanced
oh same
Unless you somehow roll a 34 on the spinning wheel game with a fairly high priced scrap
actually we did except we gambled it off and lost it instantly
tbh if lethalcasino was on regular maps i'd probably get it
That sounds like a cool idea
only reason i dont want is cuz of downtime like loot bug mentioned
also cuz one person can go gamble if they want to, instead of every team member being forced to wait at the company building
It would be so cool if you could find broken looking blackjack tables etc and use them on moons
yeee thatd be pretty sick
naur
do it ๐ณ
They're focused on the bar
Rapidly approaching
Oooh yeah
The bar
I hope it's like Deep rock's bar
Pay for booster drinks with scrap
Maybe a speed boost drink
Jump height drink
drunk drink makes your screen all woozy
Like huffing tzp
Yeah, if you huff it enough
ah
Too much tzp, now I can run around the ship a dozen times
Also I wonder if an AI overhaul is planned for mirage as well
I wish they'd walk more realistically
Randomly
it was but i decided to drop that sadly, just cuz i gotta focus more on my career
Instead of just pursuing a player, stopping, and staring
Fair enough
Hopefully it happens someday
once v2 is done i prob wont be working on mirage too much anymore
although
the good news is
Piggy was working on an AI overhaul but I think it got abandoned
@ionic shoal decided to work on a revamp i believe
need to go back to double check
actually good question
not sure if they started yet but if theres a WIP i definitely wanna see as well
yeah sadly
I remember it allowed the masked to hold items
It was super buggy though
But still cool
Gives you some sort of reward if they're holding some high value scrap
@quaint leaf if u just wanna read up on what virus mentioned
Looking forward to it aaaaaa
yeah i was gonna do that if it's simple enough but
if virus works on the ai revamp then no point adding that one specific feature since it'd probably conflict
masked jumping sounds kinda easy to spot as a fake tho ngl
Also actually climb ladders properly
unless ur friend group is full of ppl that jump all the time
It can be somewhat rare
yeah ive always wondered why it's coded the way it currently acts as
So it's not too obvious
Probably cause it's just easier that way
Most people don't care
lmao good point
I'd also like to see the masked actually jump across the pits in the facility instead of floating across
i wish it's normal since it's the fastest giveaway of it being fake
So far the only enemy effected by pits is spiders
They refuse to walk across them
Might be a big though ngl
Realistically the spider could just crawl along the wall
And get over the gap
that part sounds a bit nontrivial to do to me, but that could just be because i dont know enough unity
yeah for sure