#Mirage

1 messages · Page 23 of 1

weak lance
#

late post, but just to clarify:

  • enemy sound fixes lets you disable this specific fix (i added a setting specifically because of mirage, actually, which one of my friend groups does like to use 🙂 )
  • even in vanilla, the mask connected to masked enemies can still laugh/cry. it's just bugged where it happens on an (often) hourly basis, rather than occuring every several seconds. even with the fix disabled you will sometimes get sound effects overlapping mimic voices
  • qwbarch, if you decide you'd like to completely silence mask noises on mirage's end, you can disable the two RandomPeriodicAudioPlayer components attached to the HeadMaskComedy and HeadMaskTragedy gameobjects under MaskedPlayerEnemy
#

sorry, i saw this in the search bar when i was looking for my own thread 😅

deft cape
#

i probably will disable it from mirage's end later on, thanks for pointing me towards what i should look at

silent sleet
#

i thought this got removed lol

deft cape
#

i thought it was too 🤔

#

yea i dont see it

#

that's probably just r2 still showing old config entries that aren't being used

ionic shoal
weak lance
#

weird

#

i'm happy to look into it, if you can send me screenshots of a log with the error

#

in case it is my fault

ionic shoal
ionic shoal
# weak lance in case it is my fault

yeah i dont know what is up, i just remember seeing "HeadMaskTragedy" and not realising it was relating to the audio, maybe its where the audio is bugging out (which your mod fixes?) i d k

#

ah i found an example.
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!

weak lance
#

oh hm

#

no, my mod shouldnt cause that

#

but maybe

you can disable the two RandomPeriodicAudioPlayer components attached to the HeadMaskComedy and HeadMaskTragedy gameobjects under MaskedPlayerEnemy
is wrong

#

i wasn't aware there were potentially limitations with netcode

#

anyways i just patch a method attached to RandomPeriodicAudioPlayer with a transpiler so my guess is it's something else, unfortunately

ionic shoal
#

i wasnt sure of that fact til just now though, as i said, i play with your mod, but my testing doesnt include it, wasnt sure where id seen it xD

ionic shoal
weak lance
#

completely random guess

#

this is the first mod that pops up when I search "RandomPeriodicAudioPlayer" in quotes

#

and it looks like it disables the gameobjects the RandomPeriodicAudioPlayer(s) are attached to

ionic shoal
#

random guess of?

weak lance
#

what could be causing your issue

ionic shoal
#

nah, bepinex, imperium and my mod, thats all thats installed xD

weak lance
#

it's possible it's some other mod that touches the same components, this is just the only one that google finds source code for

#

🤷‍♀️

deft cape
graceful latch
#

help

#

friend killed a mimic and it was still alive on my screen and it killed me

eternal bridge
deft cape
#

unalive it

#

that's definitely not from mirage though

#

i don't touch the AI logic at all

graceful latch
#

huh

deft cape
#

that error isn't from mirage

#

ignore my first message lmao

#

was just the first thing that popped into my head when i saw that

graceful latch
#

alright, I'll look into it

quaint leaf
#

Don't use Masked AI revamp, it's outdated

#

Use Lethal intelligence instead

#

It's a revamp that is updated regularly

prime pine
quaint leaf
#

That doesn't have AI changes

deft cape
#

for anyone curious about v2 progress, i've been silent about it, but not to worry it's still being worked on.
oeis and i hooked up our code. sadly, we're still ways from being ready for a public beta test. still quite a bit of issues we have to figure out right now.
i will be talking about more details on progress once we've fixed the major issues that's currently present

tepid swallow
#

am i blind or does the tulip snake (dragons) enemies dont have a toggle if they can mimic players?

#

because you get like 15 of them on the map and all of them mimic players. Im driving insane lmao

jaunty vessel
#

they def have a toggle

tepid swallow
#

omg

#

i thought flower snake is braken

jaunty vessel
#

😭

tepid swallow
#

cause he had flower something as his code name

jaunty vessel
#

fair LOL

#

anyways, do the spawn configs for the masked override LQ configs?

#

like spawn curves and spawn chance for every moon n such

#

actually I can easily test this out

deft cape
#

from what i remember, it does

#

cuz i remember making my patch run after LQ's

lament zealot
#

Hi why not adding the possibility of masked to wear random fake items? For more confusion

light jacinth
#

not in the scope of this mod
sounds like something #1240985198485573743 would do

ionic shoal
# light jacinth not in the scope of this mod sounds like something <#1240985198485573743> would ...

The masked already pick up items in my mod, changing the appearance of masked is usually things for skin walkers or mirage to do.

I don't plan to make the masked conjure up fake items, but if they find an item that is valid to that particular masked, they will certainly grab it and perhaps use it.

Valid is (after0.0.8) basically...
Cunning = items near the ship
Deceiving = items away from the ship
Everyone else = any item they find.

So they will technically have random item (not items) in their possession.

I guess one thing I could implement someday is them holding multiple items.. but then cunning will be too strong (steal 4 items at once yo? X.x)

light jacinth
#

i assumed potteur meant holding items since yeah mirage already changes masked appearance

#

haven’t yet tried ur mod yet but sounds exciting 😮

ionic shoal
#

Being honest, Id wait for 0.0.8, 0.0.7 should be fine, but crouching/running is overly prevalent.

But yeah, the masked hold items they pick up, it visually shows they are holding the item, so I getwhy my mod was linked 🙂

#

That being said.. if they mimic a person with a walkie talkie, etc, they should have a walkie talkie that works same for other items, if they don't, I should make that happen.

pure garden
#

Anyone else getting this when launching the game with Mirage? The window also crashes at this log 9/10 times

#

nevermind im dubm

smoky berry
#

guys

#

could it be possible

#

that mirage causes masked enemy not to attack me?

#

like, it follows me, it literally STAYS in my character but it wont kill me

sturdy python
#

Unlikely

smoky berry
#

uhh damn

#

Idk what could cause it

#

which of them could be the reason?

sturdy python
smoky berry
#

hmm

smoky berry
#

this is not the case

#

let me just send the log here

#

maybe you'll understand something

#

"[Info : Unity Log] Player is not targetable"

deft cape
#

idk what this mysterious issue is though

#

mirage doesnt do any ai changes

ionic shoal
#

i see you are using control company.. perhaps that has a setting to keep you alive when your controlling other creatures? i d k

dull nebula
#

This may be a stupid question, but does Mirage work well with Skinwalker or does it create a conflict?

#

because I would like to use Mirage for a group of friends but I don't know if I change my settings so that the voice is on all the enemies the setting will apply to everyone or just me?

#

knowing that it is only on the maskennemy by default

ionic shoal
dull nebula
#

that's what i thought, my question now is, if i change the settings so that i have the voices on all the enemies, will my group, who will have taken my Thunderstore code, have the same settings as me?

sturdy python
#

thunderstore codes also transfer configs

ionic shoal
sturdy python
#

I assume the configs are probably synced via the host in terms of what enemies can mimic voices

#

(Don't take my word for this of course)

dull nebula
#

I have never taken the test, it would be a good thing to know

fickle prairie
#

hey i cant find the config file for this ._. im searching mirage in r2 and it isnt workin

deft cape
#

mirage does sync the config from the host, but if you're sharing profile codes, everyone will have the same config regardless

fickle prairie
#

hi op ❤️

deft cape
#

you need to run the game first to generate the config

fickle prairie
#

D'oh

deft cape
#

it's usually how it goes for most mods fyi

smoky berry
buoyant jacinth
smoky berry
granite musk
deft cape
#

personally never had this issue, nor have i seen it happen to anyone i know

#

so i highly doubt it's from mirage

uncut atlas
#

can anyone tell me the reason to have both maskedenemyrework and mirage? Like what exact features is maskedenemy adding that mirage isn't?

viral obsidian
#

you mean maskedenemyoverhaul?

uncut atlas
#

yes sorry

viral obsidian
#

think this has been discussed before, I can try find it.
But tldr is this affects the voices and a bit of the spawns; not the actual AI/behaviour itself

uncut atlas
#

okay, yeah ive tried to look into it but it seems like if you have mirage other than a select few very minor additions there doesn't seem to be a reason to use overhaul if you have mirage

viral obsidian
#

yeah, there were only a few reasons

#

if you do choose to use it, use the forked version

#

maskedenemyoverhaulfork

uncut atlas
#

yeah I was using both but I think it was causing some issues and no real gain so I've removed overhaul for now.
I was having tons of zombies spawn right at the start of maps (like 6+) and some of the cosmetics of the zombies would be all wonky and distorted.

ionic shoal
deft cape
#

there's 3 features AFAIK that the fork has that mirage doesn't have

#

which is the fading mask animation when a player is closed to the masked enemy

#

zombie apocalypse feature

#

and the option to have masked enemies trigger mines i believe

#

if you don't need those then you don't need it

ionic shoal
eternal bridge
#

can i @ people

deft cape
deft cape
eternal bridge
#

you

eternal bridge
#

i was wondering if you could make a mode for content warning, pretty simple, just to configure the spawn weights of a monster called the "Infiltrator" (it's CW's version of the masked)

#

cuz it seems really cool and i wanna see it in game, but it's like.. extremely rare

deft cape
#

@eternal bridge is there no spawn control mod for CW? pretty sure by now someone would've made a mod for that

eternal bridge
#

suprisingly, no..

#

the modding hasn't bloomed yet

#

uh sooo...

#

can you do it..?

deft cape
#

eh not really interested in CW modding sorry

#

just focusing on mirage v2 and thats about it

wanton portal
#

is there any way to get mirage to work with nameplate tweaks? Im using generalimprovements masked use nametags option but its scaled wrong

amber grove
#

I hide nameplates in GI’s config, it’s not a perfect solution but it works

buoyant jacinth
#

I think hiding all nameplates is more interesting compared to nameplates for everyone

lament zealot
#

any plans for making pathfinding compatible with some interiors ? like lc_office or wesleyinteriors ?

viral obsidian
#

Dont think Mirage messes with the behaviour of the AI itself so probably not

deft cape
#

yup thats out of scope for mirage

ionic shoal
lament zealot
#

okok

#

sometime i've saw masked fly to upper stages or just pass walls

#

but not in vanilla things

ionic shoal
# lament zealot sometime i've saw masked fly to upper stages or just pass walls

ok.. well.. if thats ladders/ramps etc.. it sounds like the waypoint mesh is wrong, but i d k how as i dont know about that sort of thing xD

what i do know is.. masked when presented with a "gap", fly over said gap, so if they are flying "UP" then there must be a gap... to which monsters are allowed to "teleport" themselves accross... so it may just be on the moon/interior maker to fix that... but im not sure... i just know ive seen masked, and thumpers, "fly" accross "jump" tiles (the ones like in the vanilla facility, where there is a beam, and a gap)

hidden kernel
# smoky berry guys

Was this ever figured out? Or are there any other ideas as to what could cause it? Having the same issue
(For reference not using control company)(Also unsure as to how to share mod list more easily)

eternal bridge
deft cape
deft cape
fringe haven
#

where is the config file for the mod?

fringe haven
deft cape
#

@fringe haven u need to run the game once for the config to generate

fringe haven
#

but it didnt generate idk

deft cape
#

are u using r2modman

fringe haven
deft cape
#

manual?

fringe haven
#

i only got these

deft cape
#

ur missing dependencies then

#

mirage dll isnt enough to work on its own

fringe haven
#

do i need to download something else?

deft cape
#

thunderstore page shows the other mods u need

#

(minus bepinex since u already have it)

fringe haven
#

okay ty

deft cape
#

highly recommend just using r2modman instead to avoid this kind of problem though

#

and for others to troubleshoot ur modpack easier if it ever is needed

#

since for r2modman all you'd need to do is share a profile code and everyone else has the same mods/config

fringe haven
#

ty i will try it

deft cape
#

v2 tests are looking pretty good so far, but theres still quite a bit of changes/fixes to do

#

just thought i'd give a quick update since it's been a bit

#

no beta tests yet since it's not ready enough for that just yet

lunar quest
#

sweet

eternal bridge
#

1.4.0
Added support for AnglerMimic.

#

wbout the other new enemies

#

dont wanna pressue you

deft cape
#

which ones

#

i was only asked about AnglerMimic on github

#

idk any of the new monsters so

amber grove
#

AnglerMimic?

hollow spoke
eternal bridge
#

CONTENT WARNING

light jacinth
#

why are you warning about content??

eternal bridge
#

the game

eternal bridge
# deft cape which ones

you can see all the uhh monsters, theres a guide soemone made that has all of the monsters. ripped from the files

#

but the only enemies i think u should add support for are these:
streamer (basically someone with 5000 hours, but in enemy form)(it's a playermodel)
infiltrator (masked equivilent)

#

there's also an issue with the CW version, where like

#

i can't hear my own voice, when playign solo and when I play with other people I can hear my own voice, but they can't

hollow spoke
hollow spoke
deft cape
#

thats how little effort i wanna put into the cw version of the mod rn lmao

#

would rather work on v2 otherwise

#

oh wait u mentioned 2 to add support for

deft cape
#

wait is that issue since the latest version or was it always there

deft cape
#

ah just gonna not look into it then

#

ill add support for the enemies u mentioned though

eager axle
#

I read the description of the mod on the site, but I still don’t understand whether this mod will conflict with the skinwalker mod and MaskedEnemyRework, can someone help me?

stark crownBOT
#

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

lament zealot
timber kiln
#

you can use maskedrework as Im pretty sure it does do different things

#

but you have to configure it a lot

#

dont use skinwalkers tho

deft cape
#

Quick update on v2. Masked enemies are able to respond to players, but because players and masked enemy interactions are somewhat rare, the predictor isn't able to pick the responses that you'd normally expect.

To workaround this, we'll be adding a config where you can provide inputs, that should match an output.```
Input: "Are you real?"
Output: "Yes I'm real."


Phrases with similar meaning will be able to match.```
Config: "Come here."
Matchable sentence #1: "Come over here."
Matchable sentence #2: "Hey, come over here!"

Multiple outputs will also be able to be matched to a single input.```
Input: "Are you real?"
Answer #1: "Yes, I'm real."
Answer #2: "No. Are you real?"


Do note that voice recognition isn't perfect, and will sometimes transcribe your voice into different text. The predictor will try its best to match the phrase given from voice recognition to the values set in the config, and will fallback to finding the best match based on what it's learned, if no match is found.

A default config for phrases will be provided, once we've had more testing done. For users who prefer to rely on only the predictor to pick phrases and ignore the config, there'll be an option to disable that as well.

A lot of things are still being tweaked around, so don't expect a beta test just yet.
jaunty vessel
#

oh that sounds so good...

thin sonnet
wanton portal
deft cape
deft cape
torpid arch
#

torturing AI with polish

deft cape
#

hell yeah 😳

light jacinth
#

me and my friend often say “i’m real! i’m real!” in hopes of mirage clipping that line and getting a mask to say it

deft cape
#

yee now you'll be able to set that as the preferred response

wind crown
#

so how do you use this feature? does it use windows speech recognition? what do i have to install?

deft cape
#

it's not out yet, but you and your group will need to install a separate thunderstore package for the functionality

#

i'll be trying to make it as user friendly as possible, so the goal is to just have users install it and change the config containing the phrases you want, to what you desire

#

and that'd be about it

viral obsidian
buoyant jacinth
deft cape
deft cape
rain mountain
viral obsidian
#

There a quite a few languages, do you propose adding defaults for all of them?

torpid arch
#

the scope is getting broader lol

autumn glen
#

i love this sm

rain mountain
#

sites like crowdin can make it very simple for people to contribute translations, not sure if that's the best option or how easy it is to set up, but it is an option

deft cape
deft cape
rain mountain
deft cape
#

i was considering exactly that but im still not sure i completely like that as of now, since that'd require people to delete their english config to have it regenerate to their proper language

wanton portal
#

couldn't you have language as a config option and then just download and use whatever localization file is needed

torpid arch
#

so if you set a language the descriptions in selected language appear

#

and voila - no need to change the config entries

rain mountain
#

i.e. Mirage.lang_en.cfg, Mirage.lang_es.cfg

#

also, doubt this will be supported due to how things are allegedly going to work, but what about bilingual support

eternal bridge
#

ok

deft cape
#

but now that i think about it

#

i guess i could still have these cfgs and only generate the file set by the language

#

will probably just go with that approach

deft cape
#

like if you changed the language, i'd need a way to know whether it's an appropriate time to delete the old config or not

#

but that's not really an issue if going with the approach of just generating a cfg for whatever language you select

#

except i guess if no community translation for the language exists yet, it'd just have to be an empty config

torpid arch
#

i think I worded my idea poorly

#

The config entry names would always be the same, but you would be able to set your language as an option

#

and when the name is the same you can change the description without losing the set value

rain mountain
#

you don't have to generate all of them but you should generate the one the player has currently selected

#

that comes with the caveat of having to relaunch the game to generate a new language preset but that's kinda just an issue with bepinex/LC modding as a whole

deft cape
deft cape
torpid arch
#

so you could have all i18n stuff in a dictionary and only swap the config descriptions

#

for the relevant ones

deft cape
#

yeah i'm pretty sure im not 100% on the same page, by config descriptions are you talking about comments

#

cuz like

#

lets say we have this

#
"Are you real?": [
    "Yes, I'm real. Are you real?",
    "No I'm not."
]
#

is your idea to just modify these directly? cuz the problem is like

#

if you changed the language in the main config, i wouldn't 100% know if i should be regenerating the config (i.e. if it was modified)

#

i'm probably still just misunderstanding u tho

#

but for now generating the cfg based on the chosen language seems to be the best approach

#

just gonna need a bunch of people to help translate though lmao 😅

deft cape
#

can y'all give suggestions on what should be on the default config for the english locale? 👀
just wanna get a decent default for the english config before we start doing translations

#

can just write it down here and we can decide as a whole whether we want to keep/drop phrases

deft cape
#

don't need to follow that format btw, you can just make your suggestion in plain english

light jacinth
#

would the model be able to pick up names? and we could maybe configure and add known real names/gamertag.
i think often people will call out other people's names ingame

#

when u lost in dungeon.. u usually call out other people's names or common phrases would prob be like:

"is anyone here?"
"is anyone alive?"/"is everyone dead?"
"where is everyone?"
"where is the entrance/fire exit?"/"where is the way out?"
"im lost."
"where are you?"
"where did you go?"
"{name}?"
"help me!"/"i need help."
#

and responses would be:

"i'm over here"/"im right here"
"i'm alive"
"i found scrap/stuff/something"/"i found the apparatus."
"the exit/entrance is over here"/"i know the way out."
"follow/come to my voice"/"i'm over here."
"i'm coming!"
#

ye.. we really gotta figure out the most common phrases that people are likely to say so v2 has plenty to work with

sturdy python
#

it's giving phasmophobia tbh

light jacinth
#

never played that game, whats phasmophobia got

sturdy python
#

spirit box questions

light jacinth
#

lmao. well we gotta go with generic phrases that people will often say. 🤷‍♂️
if its too uncommon then v2 wont have much material to use.

sturdy python
#

its true

light jacinth
#

the name thing would be big

#

if barch could get that to work

#

calling out someone's name and getting a response

rain mountain
deft cape
#

gonna have to ask oeis about the possibility of having placeholders like {name} and whatnot

#

those are great suggestions

#

just need to make sure it'd work

light jacinth
#

can the model tell if you're asking a question or not

deft cape
#

that's a question for oeis, ill have to get back to u later on that

light jacinth
#

i'd honestly be surprised if it could

#

also that's cool that we'll be able to configure and add our own phrases and responses

#

tailoring it to my own group's common phrases will make v2 hella terrifying 💀

deft cape
#

the original goal was to not even require any configuring for it to learn to respond the way you normally do, but it wasn't always working as expected so the config should be able to provide a better experience out of the box

deft cape
cursive pebble
deft cape
cursive pebble
light jacinth
#

edited my phrases & responses.. added bit more

fervent moss
#
Common Phrases:

"Does anyone know where the fire exit is?"
"Does anyone have a key?"
"Is everyone okay?"
"Does anyone know where to go?"

Responses:

"Follow me the fire exit is over here/Yeah its over here."
"I have a key/Where is the locked door?"
"Yeah i'm fine/No there's enemies over here!"
"No, there's a dead end over here/I found a path over here!"

Would be cool if the masked would be able to adjust to for example when there's other enemies around, telling people to be quiet when there's dogs for example. Randomly calling out if there's an enemy running around,

Examples:

"There's a coilhead in the room next to you!"
"Be careful there is a thumper running around!"
"There is something in the vents.."

Things like that could also be fun and interesting to see

fervent moss
light jacinth
#

if u had a buncha maskeds together and asked them a question... would they all respond at the same time?
having apocalypse mode on or other mods that spawn masked en masse will make this scenario likely to happen.

#

oh man about the {name} thing.
config should automatically add in the steam gamertag, but u have to write in any other aliases urself.
default:
Sashimi's Names: Sashimi
my config edit:
Sashimi's Names: Sashimi, Sashi, Sashmo, Nick

#

i hope oeis says this whole name thing is legal perceive

lilac saffron
deft cape
#

@light jacinth so having placeholders like that is likely not possible

#

which does sadly limit a lot of the reaponses

deft cape
light jacinth
#

what about after adding the names and aliases
it automatically generates the phrases and adds them in
Sashimi’s Names: Sashimi, Nick
⬇️
“Sashimi?”: [
(generic responses here)
],
“Nick?”: [
(generic responses here)
]

eternal bridge
deft cape
light jacinth
#

my guy you’re asking bro to do free work on a game he’s not interested anymore. modding is not paying them bills unfortunately. 😔

eternal bridge
deft cape
#

sashimi's recommended phrases:

"is anyone here?"
"is anyone alive?"/"is everyone dead?"
"where is everyone?"
"where is the entrance/fire exit?"/"where is the way out?"
"im lost."
"where are you?"
"where did you go?"
"{name}?"
"help me!"/"i need help."
```responses to the above phrases:

"i'm over here"/"im right here"
"i'm alive"
"i found scrap/stuff/something"/"i found the apparatus."
"the exit/entrance is over here"/"i know the way out."
"follow/come to my voice"/"i'm over here."
"i'm coming!"


AutoBan's recommendations:

Common Phrases:

"Does anyone know where the fire exit is?"
"Does anyone have a key?"
"Is everyone okay?"
"Does anyone know where to go?"

Responses:

"Follow me the fire exit is over here/Yeah its over here."
"I have a key/Where is the locked door?"
"Yeah i'm fine/No there's enemies over here!"
"No, there's a dead end over here/I found a path over here!"

stark crownBOT
#

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

deft cape
#

@lofty sorrel do u mind pinning that for me 🥺
jeb is dead so i have to do the inevitable mod ping

lofty sorrel
deft cape
fervent moss
twin abyss
#

I just had a menacing collab idea - no idea if it's been suggested before.

#

Idea: Have Mirage work in tandem with Mimics. Either picking a sentence through some advanced means, or just picking a long duration recording - have an extremely rare chance for the audio of someone else (or you) be playing 5m in front of a mimic exit door, get closer to the door, and purposely cut off the audio with the fire/door exit leaving noise. Mimicking somebody walking towards a mimic door and "leaving".

twin abyss
#

if chosen through advanced means (via. AI or the mod reading the sentences transcribed), try to choose sentences with "Fire Exit", "Go" / "Gotta go", or "leave" in the sentence. Or even "here goes nothing" or "this way'

torpid arch
#

oh god

#

please do

deft cape
#

im ngl im probably not doing any new feature requests, my goal is to just have v2 released at a decent state and then work on other things, sorry 🥺

light jacinth
#

would it be possible for other mod developers to use the model u guys r using? like an alternative to loaforc’s VoiceRecognitionAPI

deft cape
#

technically possible but i don't have a "user-friendly" interface for it

light jacinth
#

it would be cool if other modders could tap in and expand upon what mirage is doing since you’re gonna be busy after v2 is released
like maybe someone else could implement that fire exit idea above and all

deft cape
#

if anyone is ever interested i could see what i could do, otherwise i don't really wanna put the time into making an api for it

#

not to mention the stuff i have is written in and is meant to interface with F# rather than C#

light jacinth
#

oh right. i forgot u doing all this in F#.

#

the model is capable of discerning similar meaning phrases right?
if that’s the case, that’s a lot more powerful and flexible than voicerecogapi, where you need to be exact with your phrasing.

#

not to mention u have to manually turn on some windows settings to get that api working.

deft cape
#

whisper (voice recognition) is better than window's voice recognition, but it still does only that: it transcribes voice audio to text

#

whereas sentence-transformers is for discerning similar meaning phrases

light jacinth
#

ahh okay

polar gulch
#

Why did I add this mod but monsters don't imitate voices at all?

deft cape
polar gulch
#

My name is written in Russian letters in windows, can it have any effect?

deft cape
#

yeah try using an english username for now

#

the problem seems to be that when it tries to load the audio file, it fails if you have a non-ascii username, at least thats my assumption based on the previous report

#

if that fixes it for you lmk, would be nice to have a confirmation and i'll try to get to fixing it sometime

polar gulch
#

I'll try it well and write if I can

#

thanks

deft cape
#

lmk how it goes

polar gulch
#

I don't know why, but monsters don't talk anyway.

#

Maybe some mods conflict with it?

deft cape
#

if you go to your C:\Users folder, does it have your new username, or is it still the old one? just wanna confirm

#

@polar gulch

polar gulch
#

old

deft cape
#

huh weird, can you change that to your new username

#

it's probably failing because that's still part of the file path

polar gulch
#

okay

sweet vortex
#

does mirage have a conflict with dead and bored?

#

ever since installing it i avent heared of the voices

#

or with vega ai?

jaunty vessel
sweet vortex
#

Yeah after removing dead and bored it works!

swift violet
wanton portal
swift violet
#

Overall, I have to admit it's been a long time since I came to see the mod's progress. The last time I was here the idea was to use the learning thingy to respond to the sentences heard with the corresponding sentences already said by the players.

deft cape
deft cape
deft cape
#

@polar gulch could u try creating a new user instead of renaming that folder?

deft cape
polar gulch
polar gulch
deft cape
#

so i'll try and look into this and fix it sometime soon

jaunty vessel
deft cape
#

you'll probably want to bring it up with that author

deft cape
#

@polar gulch latest update fixes that issue you were having

Mirage v1.7.1 is released:

  • Fixed a bug that caused non-ascii file paths to fail to load. This means players with non-english usernames will finally be able to hear their own voices.

Huge thanks to @ebon wind for discovering the cause of the bug. I wasn't able to figure it out alone when I was looking through people's logs

light jacinth
#

is the update to barchlib related to fixing mirage or is that something else

deft cape
#

yeah it's related to the latest update

eternal bridge
#

i just got sqaudwiped earlier due to some well-placed voicelines

#

congrats your mod is still awesome 👍

deft cape
#

LOL got any clips? 👀

eternal bridge
#

nah, usually don't record

#

it all happened because i found smth really good and i said

#

"YOOOO!!! look at this oh my god"

#

they all fell for it 💀

deft cape
#

😳

eternal bridge
#

😳

astral umbra
#

heyo, are the audio logs deleted automatically when I quit the game? I don't want them clogging up my pc...

deft cape
#

you mean the audio files? by default it does

astral umbra
#

ait thank you for the quick response!

lunar quest
deft cape
#

(not sure if that path is entirely correct so you'll have to dig a bit if not)

nova harbor
#

Good morning people! Can I ask how things are going with v2.0?

#

I saw what was planned to be added, and I am wondering how real is this, will it work, and how much will this mod eat up performance?

#

I'll be glad to know the answer, because it sounds really crazy :)

light jacinth
#

very real

#

work in progress

#

no clue about performance

deft cape
#

well so far it's able to respond based on learned context, but because of how long it can take to learn certain things, we're currently working on adding configurable weights

#

for performance, i honestly have no clue for now. i'll have to do some tests later, but for now i'm still focusing on just getting it finished

light jacinth
#

man too bad i cant test v2 myself even when you let out the beta/experimental 😭

#

i can be the non-nvidia hardware labrat perceive

deft cape
#

it's probably horrendously slow on cpus 😔

nova harbor
#

As I understand it, processing will occur separately on each device

#

Not on the host device

deft cape
#

host will be able to process for players that don't have CUDA enabled (which is what's required to have it run on the gpu)

#

which is exactly what i'm working on right now actually

nova harbor
#

Sounds good

#

Cant wait to test it out

light jacinth
deft cape
#

oh yeah i was just responding to wellory there

light jacinth
#

what other features you gotta work on after the host-client cuda stuff

deft cape
#

off the top of my head, i think it's just the config stuff, but i'm probably forgetting something right now

#

although if i am forgetting something, they're probably minor stuff

#

main stuff is also oeis making changes to the behaviour predictor

lilac saffron
#

can you say a percentage for how much its ready for beta testing?

deft cape
#

really hard to say

#

like most of the work is done but the last bit is just taking forever to complete

lilac saffron
#

i believe in you good luck

normal dune
#

would mirage work with skinwalkers at the same time? sorry if this has been asked or written before

deft cape
#

there's no point on using it at the same time

#

when it comes to voice playback they do the same thing: just that for skinwalkers nobody hears the same voice while for mirage everyone hears the same one

normal dune
#

Ok thanks it's just english isn't my first language and I read is not a drop in for skinwalkers thought it meant it had missing features

deft cape
#

nah it means it comes with extra features, there's a lot of people who complained about it not being the same, which is why i decided to put that warning

#

e.g. in mirage, masked enemy's suits will match the player it's mimicking

normal dune
#

ahhh k thx anyways

unreal rune
#

mod never fails to be perfect

normal dune
#

LMAO

deft cape
#

lmfao

nova harbor
# unreal rune

Based 💀
My favorite moment was when I was walking through the forest and saw someone following me, so I said: Is it seems to me, or is it a mimic?
And then he answers me: nah, it seems to you
(it was a mimic)

nova harbor
#

As I understand it, it has synchronized voices of mimics for everyone

#

Is there anything else interesting?

light jacinth
#

skinwalkers doesn’t sync voices for everyone

deft cape
#

so similar to skinwalkers, mirage is also a voice mimicking mod, but the main attraction that people use it for is that skinwalkers isn't synced so each player doesn't hear the same thing, while for mirage everyone does hear the same thing.

for other things, mirage tries to make masked enemies as convincing as possible, including changing the suit to match the player's voice, which also means cosmetic mods will also apply to those masked enemies as well.
mirage also removes the mask texture and arms-out animation by default, to make it more convincing. basically like maskedenemyoverhaul if you've used that before

#

maybe i should just add that to the FAQ later on

nova harbor
#

And in the future there will be context recognition

#

💀

deft cape
#

based on the things people say yeah

nova harbor
#

Are there any plans to remember the context of the situation?

#

Somehow it’s easy to determine, for example, what the player was looking at recently when he spoke

#

I, of course, have very little understanding of modding, but it seems to me that if you can mark recorded fragments depending on whether the player used the terminal or saw a monster

#

Then you can use this to “context” the situation

#

Of course it’s quite crooked, it seems to me, it shouldn’t be really expensive in terms of performance

#

Although, it is unknown whether this makes sense

deft cape
#

was originally planned but was dropped cuz of time constraints

#

oeis and i are just trying to finish up what we've got and release it at a decent state

rain mountain
#

do you ever plan to come back and add more after you release v2 or are you gonna move on to other projects

deft cape
#

highly depends on how things go in my life

#

cuz i gotta start job hunting

rain mountain
#

good luck regardless

granite musk
#

@deft cape dont forget to change dependency to the latest one on next update for 1 less click UAHGHHUAHGHHH

deft cape
#

oh fuck i forgot about that

#

LOL

#

thanks for the reminder

light jacinth
deft cape
granite musk
#

its actually more than one click but yea

silent sky
#

why everyone need mod installed to play i need scare my friend without giving idea

granite musk
#

because it wont work otherwise 🥺

light jacinth
#

you can’t have your own post office and try to send mail to a place that doesn’t have a post office

silent sky
#

some mods havehost only like brutal more scraps etc

light jacinth
#

you can only do host only with certain features

#

there’s a limit

#

if it’s just modifying existing vanilla features, you can get away with host only

silent sky
#

understandable ty

#

❤️

light jacinth
#

but if you’re adding new things like making monsters play custom sounds, then unfortunately no

silent sky
#

no only removing mask

#

cuz a little bit trolling

#

but when my friends trying to join cant enter cuz incompitable

light jacinth
#

ye coz ur post office is trying to communicate with their pcs, but no reply

light jacinth
#

u can use this mod to hide the masks

#

and it shouldn’t rouse any suspicion

#

u can just say it fixes bugs and adds quality of life improvements to the game (which it actually does)

#

but it also has configurable options for masked enemies

#

i think this serves your purpose

#

also gives them nametags above their heads

silent sky
#

❤️

light jacinth
#

but like i said it shouldn’t raise any suspicion anyway

silent sky
#

i got it leave it to me

light jacinth
#

are your buddies really that thorough with seeing what mods u guys got?

#

coz mirage is such a great addition coz the masked enemies will copy u and friends’ looks and voices

silent sky
#

yeah checking everthing

#

ik

ebon glen
#

If someone sends me a code I check the modlist to see what I'm walking into before i just get blasted by six different instant kill enemies/mechanics they added without telling me

light jacinth
#

i try to be fair with my modpack, so generally my friends dont check
it is spoilers after all 🤫

ebon glen
#

It is nice to have friends that will take into consideration how fun or fair a modpack will be but that's not always the case unfortunately

deft cape
#

for mods that add new functionality, it's not possible for it to work without it being installed for the user

deft cape
ebon glen
lapis hawk
#

Does anyone know why some of the masked mimics would be invisible? / only have cosmetics on from them? Not sure if it's a mod that my group has that is conflicting

#

(mod is dope af btw, just hoping to fix this one issue)

light jacinth
#

could be ur using modded suits that aren’t compatible

#

just a guess. i’m not entirely sure.

deft cape
muted current
#

why do I sometimes have huge lags when I fly off the planet with a mirage mod on?
(i have like 2 or 3 mods
more company and mirage)

muted current
deft cape
#

yeah upload the full log

#

i'll take a look

muted current
deft cape
#

the lag is from this error spam:

[Error  : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:0)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <255c0877f9414c3aa6f1fe5079ac13f3>:0)
StartOfRound.SetPlayerSafeInShip () (at <255c0877f9414c3aa6f1fe5079ac13f3>:0)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <255c0877f9414c3aa6f1fe5079ac13f3>:0)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <255c0877f9414c3aa6f1fe5079ac13f3>:0)
#

i can confirm this is not from mirage though

#

mirage doesn't touch any of these things

muted current
#

im gonna look into my mods that are client-sided

deft cape
#

what are the exact mods that you have?

#

cuz that error shouldn't be coming from morecompany either

#

and idk what other mods you hvae

vast canyon
muted current
lapis hawk
deft cape
#

all of those look stable from what i remember

lapis hawk
#

So weird

#

And all good, thanks anyways !

quaint leaf
#

Especially if it's a very old pack

lament zealot
#

Does somebody have already encounter semi invisible masked?

#

And sometimes invincibles masked

deft cape
ionic shoal
lament zealot
#

i have to catch it

#

again xD

deft cape
#

about v2 progress: my apologies for the lack of updates. quite honestly i just haven't been very motivated the past week.
i'm still working on it, the current work is just incredibly boring for me so it's taking me awhile to complete

#

that said, i did complete having voice recognition run on the host for clients who don't have CUDA

#

so it's confirmed if you don't have an NVIDIA gpu but your friend (the host) does, you'll still be able to make use of that

#

still needs a lot of tweaking to get everything correct though

autumn glen
#

you can do it goat!!

crystal wraith
rain mountain
eternal bridge
#

you're up late

#

or early

ionic shoal
torpid arch
#

I'm gonna be a qwbarch glazer till the day I die

#

the shit you're cooking right now is epic

deft cape
#

at least thats how i have it setup rn

amber grove
light jacinth
amber grove
#

Which AI models are you using if you dont mind me asking

light jacinth
#

this is what’s being used

ionic shoal
deft cape
#

only the host

#

ez solution to that is to just stick the guy with the nvidia gpu on host xd

rain mountain
deft cape
#

both

#

to do remote transcriptions, audio needs to be sent to the host

#

if another client were to transcribe it, there'd be even more of a delay since it needs to be sent to the host first, and then the client

#

so not really worth the effort to do it

rain mountain
#

ic

light jacinth
#

would the performance load be more and more strenuous with each non-CUDA client added?

deft cape
#

more for sure since the host will have to carry each of the non-cuda clients

#

doesn't seem to require that much performance for batching transcriptions though

light jacinth
#

yeah i just hope it’s reasonable enough for my friend’s gpu to handle

deft cape
#

should be fine, but i guess only time will tell when a beta test is ready

light jacinth
#

my friend got a 8gb vram 3070 ti

rain mountain
#

what exactly are the GPU requirements? i have a 1070 ti but not sure if it'll be supported because it's kinda old at this point

deft cape
#

otherwise it'd default back to using the cpu

deft cape
rain mountain
deft cape
eternal bridge
#

barchlib for content schmwarning has been upgated??

#

woah

deft cape
#

it's to update one of the dependencies that was causing audio to not work for non-ascii file paths

#

just forgot to update that for content warning as well

light jacinth
#

i wonder how whisper will interpret screams

#

if at all

ionic shoal
rain mountain
#

pretty sure you dont actually need an nvidia gpu to utilize all the features of v2. it's just a bit easier for your pc to handle

ionic shoal
rain mountain
#

same here, im just curious lol

sudden fern
#

I wonder if it would be possible to run it through ZLUDA somehow

light jacinth
#

v2 functionality quite literally impossible to do on non-CUDA hardware considering the AI models used rely on it.

light jacinth
#

no further funding from AMD and Nvidia could just stop the project from existing or functioning.

sudden fern
#

And I don't think CUDA changed that much to make it impossible to run

#

And ROCm technically enabled even easier translation of CUDA commands to AMD GPUs

#

It would just need to be utilized

light jacinth
#

u talking about HIP right?

sudden fern
light jacinth
#

can’t believe it took amd so long to support rocm on consumer gpus and windows

#

barely last year

#

hoped rocm would gain momentum from that, but still seems slow. everybody’s still on the nvidia train.

sudden fern
#

AMD kinda dunked their chances tbh

torpid arch
light jacinth
#

i rembered wrong huhwuhguh

#

wonder how well CPUs will handle it

rain mountain
light jacinth
#

okay so an option to use v1 functionality if CPU shits itself with v2

torpid arch
# rain mountain

okay, how is offloading the work to host (using CUDA) "possible to do on non-CUDA hardware"?

#

"long-term goals" are not the thing we're gonna get now

#

you're gonna get the benefits of it, but you're not actually running it

sudden fern
#

So, question. What version of CUDA is the model built upon?

light jacinth
#

these are the models that are being used

deft cape
#

although running on the cpu is quite slow from what i remember

#

all my tests have been via gpu right now

#

i did at first want to have it fallback to v1 (i think that's what was one of the goals), but cuz of technical reasons we couldn't do that

#

since for the predictor to work properly, every player's voice needs to be transcribed to text

deft cape
somber kiln
#

Hey, pretty interesting work here! I'm curious about what you use to do inference from Whisper? And is a full precision model or a quantized one used?

torpid arch
#

insane

deft cape
deft cape
light jacinth
#

nvidia in top 3 most valuable company in the world by market cap

#

$3 trillion

somber kiln
# deft cape i could be wrong but i'm pretty sure it's full precision. the library being used...

You may want to test how the quantized version (4-8 int) holds up, for most applications the drop in quality is very small and negligible, but this reduces memory consumption and increases speed roughly by 32/n (n - amount of quant bits). People without cuda will see a considerable boost of performance. Also even on GPU using full precision is unnecessary (if you meant 32 bit float), as far as I know float16/bfloat16 is the way to go in production.
Ctranslate2 supports such models, maybe it would be worth it to try them out and have this as an option. Are model weights packaged with the mod or it pulls them directly from HF during the first load?

Btw, just in case, there's also faster whisper V3 and a distilled one as well with (supposedly) improved performance, although I haven't checked this myself yet.

deft cape
# somber kiln You may want to test how the quantized version (4-8 int) holds up, for most appl...

oh it's currently float16 for cuda, float32 for cpu. not sure if whispers2t even supports quantized models and i'm a bit too burnt out to even try to look at it further since i just want to release v2 itself

Are model weights packaged with the mod or it pulls them directly from HF during the first load?
if we're talking about weights previously mentioned for phrases, this is a custom thing so it'll be defined as a config

Btw, just in case, there's also faster whisper V3 and a distilled one as well with (supposedly) improved performance, although I haven't checked this myself yet.
for whatever reason i couldn't get faster whisper v3 to work with my fork (i modified it to support in-memory transcriptions). i must've missed something since it does work for the original whispers2t, but i decided it's not worth the time to look into that and just went with faster whisper v2 instead

somber kiln
vocal ingot
#

Mirage seems to conflict with permadeath’s feature of only allowing players to respawn if their body is collected, preventing them from respawning even if their body is collected. I have to do some more testing to see if another mod contributes to the error, but removing mirage seems to have fixed it

ionic shoal
vocal ingot
viral obsidian
viral obsidian
deft cape
deft cape
vocal ingot
deft cape
#

ah nice thanks for confirming

ionic shoal
vocal ingot
#

i gave up on trying to find all of the conflicting mods and just downgraded permadeath

ionic shoal
ionic shoal
vocal ingot
#

i spent over 12 hours trying to find all the conflicting mods

#

but i found a workaround

ionic shoal
#

well, as i said, give me the link to a pack with those 20 😛 i can work out the exact issue (i think)

vocal ingot
ionic shoal
vocal ingot
ionic shoal
vocal ingot
#

but how will you test what conflicts with player respawning without checking if the mod works?

ionic shoal
vocal ingot
#

ah, alr i can send the code

vocal ingot
ionic shoal
# vocal ingot 0190657c-75f9-06bd-d586-0c7bfacaf985

FacilityMeltdown
Mirage
Diversity
NicerTeleporters
MoreShipUpgrades
CompanyCreatures

try disabling them all, not saying they break it, but, its most likely one of them. if it is, let me know, can look into it further

edit: looking at the output from my mod btw, might just be "MoreShipUpgrades" causing the problems, probably the best place to start.

vocal ingot
#

and disabling just lategameupgrades doesn’t fix it if mirage is installed

ionic shoal
#

yes, but i think "MoreShipUpgrades" is whats causing mirage to break permadeath, or one of those is.

vocal ingot
#

it’s not

ionic shoal
#

is "MoreShipUpgrades" late game upgrades?

vocal ingot
#

After removing nearly all of the mods it was still breaking until late company was removed

vocal ingot
ionic shoal
#

oh didnt know xD

#

well, maybe it was a chain reaction then.. late company breaking other mods.. which was then breaking mirage, which was then breaking permadeath.. or just latecompany breaking everything, i have seen it before, should use lobbycontrol instead, i switched to it ages ago, had less issues.

#

but maybe possible chain reactions like this is something i should output as well from my mod, if i can track it.. lol, its not that developed right now, but maybe it should be x.x

vocal ingot
#

I found a workaround to the issue by downgrading permadeath and adding a player revive mod that is dependent on obtaining a players body

#

so now the only way to respawn at all is to recover a persons body and pay to revive them or wait until the end of the quota

deft cape
#

sorry for the lack of updates y'all, quite honestly i've just been procrastinating the past week or so and haven't worked on mirage at all

my previous update i mentioned that remote transcriptions are working, as in the host is able to convert other player's voices to text. there's still a bit of work to do for me to make it work with the predictor as well, which i'll be working on again starting today.

after that's done, hopefully we'll be getting closer to having a beta test ready

eternal bridge
light jacinth
#

had lethal night with the boys last weekend
and some how mirage knows how to pick the right voice lines even though it’s random

eternal bridge
#

what was the uhh

#

most notable moment

viral obsidian
#

The "random" generator is sentient 👻

light jacinth
#

mimic of me approaching the ship
(which was surrounded by baboon hawks)
mimic: what is that!? (freaked out tone)
mimic actually runs around avoids the baboon hawks and walks into the ship
doesn’t even attack my friends right away
calls out my friend’s name
attacks
💀

#

they really thought it was me

dark brook
#

had a mimic once ask me if they wanted them to kill me

cosmic wolf
#

amazing

eternal bridge
old scaffold
#

does this mod interfere with skinwalker? or its a replacement for it

#

or do i just disable skinwalker from voicing mask peeps

timber notch
deft cape
light jacinth
#

so when v2 beta comes out, i’m guessing you’re gonna put MirageExperimental to use

deft cape
#

ya pretty much

light jacinth
#

we can try running the model on cpu right? have u tried that?

#

i mean to ask what was your experience running it on cpu if you’ve tried

deft cape
#

i've only tried via terminal, where transcribing a 15 second audio clip took around 0.3 seconds via gpu would take around 3 seconds via cpu instead

#

likely not exact numbers though because it's been months since that test

#

but it's pretty terrible

eternal bridge
#

wrong server

chilly raven
#

Oh are you using AI models ? Local machine GPU works if you have Nvidia gpus for most AI models c

#

Cuda

#

Haven't checked in here in a while. V2 sounds really cool

#

What all models are you using?

light jacinth
#

your answer is here

light jacinth
#

so cpu performs that badly? whats ur cpu?
are u gonna still leave the option to run it on there or u think it’s a lost cause?

#

there’s all this AI craze and intel & amd are looking to add NPUs to their processors. i wonder if these models could utilize them easily. that’d be awesome.
like just run the models on cpu and the cpu knows to utilize the npu.. something like that.

light jacinth
deft cape
deft cape
deft cape
#

jk gonna continue working on v2 on monday actually

eternal bridge
#

what i masked couand use char

#

(what if masked could use chat)

chilly raven
deft cape
nova harbor
lilac saffron
light jacinth
#

i dont rember if i asked this before, but is there a certain proximity distance for maskeds to “hear” you?
and if so, what are you setting it to?

deft cape
ionic shoal
#

Hearing by default for the masked is a weird equation.

It's like

Noise divided by distance = noise level

If noise level = above x, noise is heard.

So a louder noise from further away is detected at the same level as something nearby.

Imho, something further away should more likely be ignored, not detected the same as a nearby noise

light jacinth
#

maybe make the hearing proximity configurable, then people will mess around and figure out what’s best

#

or maybe have some videos showing off the different hearing proximities and we vote on it on a poll 🤔

#

or we put faith on u barch, to figure out the best distance 🤌

deft cape
#

past a certain distance it'll probably just be ignored

#

cuz if a player can't hear the sound anyways there's no point processing it

#

doubt i'll make it configurable

#

cuz something like that wouldn't really to make the user choose it

eternal bridge
#

hey just wondering

#

are there any values for masked like

#

movement or sound that aren't the same as a player?

deft cape
#

can u elaborate

#

not sure what u mean

#

@eternal bridge

eternal bridge
#

like i mean

#

ehh nevermind

deft cape
#

alright time to actually grind mirage again

#

pretty sure there's a new lethal update so im gonna see what the new enemies are to add support for them

light jacinth
eternal bridge
#

NO WAY REAL

#

MIRAGE IS BACK

deft cape
#

😂

vestal pecan
# deft cape 😂

I have a evil idea if a teammate dies but they have a walkie-talkie it will start using that as the communicator for voices if they spawn a mask

edgy axle
#

pure evil

deft cape
#

i won't be adding any new features most likely

deft cape
#

can anyone confirm if mirage works on v56

#

i can't tell if my setup is just broken or the mod legit just doesn't work

rain mountain
#

worked fine for us the other day

deft cape
#

turns out im just dumb

#

i didn't have unitask and naudio installed lmao

granite musk
#

i played last time with frends
the voice works, but sometimes the voice is not deleted per day as in the config?
copying suits and cosmetic works, havent tested with modelreplacement api

deft cape
#

if voices aren't being deleted per day i'll have to look into it for the v2 release

#

just wanted to make sure v1 at least works so i can focus on v2

granite musk
deft cape
#

Quick update for the new v56 enemies:

  • Added support for the following v56 enemies:
    • Clay Surgeon
    • Bush Wolf
#

time to go back to working on v2

granite musk
#

i think its fine given people still use skinwalker nowadays without caring the same voice for each client or whatever lol

#

for now at least

deft cape
#

i mean if it's broken i'd have to fix it for v2 to work anyways so i'd have to look at it either way

#

but it turned out to just be me being dumb

granite musk
deft cape
#

is that the bush wolf

#

i honestly haven't looked at any of it yet, i just looked at the game files for the new enemies and added them

granite musk
#

ya the bush not the wolf UAHGHHUAHGHHH /j
the grass talking back at you 😂 😭

deft cape
#

LMFAOO some ppl would probably actually want that

edgy axle
#

the vain shrouds

deft cape
edgy axle
#

pressing on letters does that ig

eternal bridge
autumn glen
autumn glen
tepid condor
#

Is it just me or does mirage somehow picks the best voice clips in scenarios often

deft cape
#

it's completely random rn

#

the goal for v2 is to pick voice clips based on context

quartz grove
#

Thats gonna be

#

real damn difficult I feel

chilly raven
#

Whisper is a really good transcription model. Though I personally had issues with short or empty audio clips deciding to become "Thanks for Watching" or "Subscribe" when i used the model in the past. However it is technically a different model

autumn glen
#

but on god it's like

#

so crazy how 90% of the time the voicelins actually make sense

#

like I was playing yesterday and a masked said "don't go there, dead end"

#

looped it, went behind where he was standing

#

it was indeed a dead end LMAO

light jacinth
#

in the cases where there’s no valid context & responses, will it default to random?

deft cape
deft cape
deft cape
deft cape
#

i do want to point out that in v2 it's not picking voicelines based on game state

#

only based on what someone else says

#

talking based on game state was originally planned

eternal bridge
#

honestly

#

my personal opinion on mirage:

deft cape
#

but was dropped cuz it's too much work

eternal bridge
#

🎭 🗣️

deft cape
deft cape
#

masked be yapping

eternal bridge
#

legt tho

#

is fire

#

me and my friends at the start of rounds will say the most DIABOLICAL stuff

#

for the masked to say

#

also, just a thought is it possible for them to record ur voice in orbit? and if so, can you make it a config option

deft cape
#

it already records in orbit in v1

#

in v2 it wont though

#

since when u pull the lever the game lags, and the recorded audio is fucked up

#

so in v2 it'll record only after the game is done loading after the lever is pulled

deft cape
eternal bridge
#

no i do hear it

#

just wonderin

candid tide
#

is it possible to disable the fact that the "skinwalker" (or mirage) can be outside

light jacinth
#

just disable mirage for outside creatures

deft cape
#

if you're talking about masked enemies, that's the default game's behaviour

#

idk if there's any mods that makes them not allowed to enter outdoors

eternal bridge
amber grove
#

I had an issue yesterday where one of the mimics was mostly invisible

#

Only happened once though

granite musk
#

the enigma of invisible mirage

cursive scroll
#

arms are still out for the masked enemies for some reason even though I have it set to false

eternal bridge
dawn cloud
hollow spoke
thick plank
# dawn cloud Same it was very weird

Same having this issue as well, only thing showing up were the mimic’ed players cosmetics. Still playing voice lines. It couldn’t kill anyone either.

#

Any chance you could add a config to stop mimics from randomly dancing? It’s become a bit of a giveaway

light jacinth
#

that’s not mirage

#

TooManyEmotes adds that

#

dunno if any other emote mods do that too

#

there’s a config for it

#

in TooManyEmotes

#

it’s enabled by default, u can disable it

thick plank
#

It is TooManyEmotes

#

Awesome

light jacinth
#

i have a feeling some of these “mirage” related bugs are actually just caused by other mods that also mess with maskeds

#

and there’s a lot of them that mess with them

chilly raven
#

Yeah a lot of times things cause problems. There's always been this odd bug where masks just think they're outside when inside unless their AI is interrupted. Me and Qwbarch looked into it a whole ago seems it's probably somehow a LLL issue

light jacinth
#

batby gonna fix in next update?

#

do u know?

chilly raven
#

It's a weird bug that requires a random set of mods to be on in my testing and has been around since LLL first released

#

So probably not. Star lancer AI fix might fix that

thick plank
chilly raven
#

Seems like disabling masks mimicing doesn't work

round swan
#

zip files on thunderstore are a little odd. Instead of directories, it has files with backslashes in the name. I'm unsure how this didn't cause problems previously; it needed a bit of extra work renaming and making directories to get it to work properly on linux. I'd presume this is packaged on some kind of unix system that happens to support backslashes in names?

eternal bridge
#

should i let him in?

deft cape
#

the invisible masked enemy issue is something that seems to have been around since forever though

#

honestly doubt that one is specifically a mirage issue

#

and i've never once been able to reproduce it on my end

#

seems like some sort of rare edge case in the game

deft cape
deft cape
round swan
#

looks like the zip file format specifies that forward slashes must be used. Backslashes are only for paths within a windows file system, almost everywhere else (paths within the zip file) must use forward slash. Whatever tool you're using for this, backslashes are getting in there somehow.

deft cape
#

i'll look into it tonight

rain mountain
#

@round swan not sure if you're aware but new update

round swan
#

j

rain mountain
#

so true

chilly raven
deft cape
#

oh weird

#

i see why, ill push an update later

broken mango
#

Does custom entity choosing exists now?

#

Instead of just modded enemy?

deft cape
#

nah that'll be a thing in v2

elfin knoll
#

anyone has any good settings for the voices?

#

i'm not sure if 20-40 seconds playback is good enough technically so it doesn't spam overly

#

i don't really have a realistic way of testing it

light jacinth
#

it’s not really spammy

#

maybe spammy if u have voice mimic enabled for all monsters

elfin knoll
#

🇭🇲

shut cobalt
#

Hello, if I change the settings of the mod and I am the host, will my friends have to change their settings too?

thick plank
#

According to the thunderstore page it syncs the host’s config to everyone

deft cape
#

^this, only the host's config is used so your friends won't have to change anything

prime tulip
#

Did anyone ever figure out a patch for the issue where the masked would jitter step, walk to the highest point, and pile up in a modded interior?

deft cape
#

thats not a mirage issue

#

theres no ai changes on this mod

prime tulip
#

ok thanks must be an LethalLevelLoader thing

deft cape
#

i highly doubt that

#

i dont see why it'd have maskedenemy ai changes either

#

but i could be wrong

ionic shoal
# prime tulip Did anyone ever figure out a patch for the issue where the masked would jitter s...

As far as I understand it, fairly default behaviour is to go to the main entrance.

Its something I'm hoping to change in my mod, although my mod also tells masked to go to the main entrance and I don't remove the basic logic of the masked either, so technically my mod isn't helping, but when my mod is functioning correctly, the mod should override that desire (if there is one) to go to the main entrance with desires to go to "xyz place" so masked do not congregate (intentionally) in any one place.

Sadly outside.. there is only really the entrances and the ship.. maybe bushes as well? As places to go.

Interior it's still the entrances/exits, but also apparatus, breaker box, so a few options for indoors.

Hopefully when all the options exist masked rarely congregate anywhere.

I also need to preset a destination for when they go through an entrance so they don't just keep going backwards and forwards through it.. lol

chilly raven
#

Yeah that bug is some weird combination of issues from select mods. As far as I can tell Masks dont realize they're inside which is why they jitter to the highest point? As they're trying to reach an exterior node. Once a player comes into view the AI is then suddenly able to work. Or if the AI was able to leave and return. (But they can't because they're confused)

#

The most interesting thing I've noticed recently is not all Masked enemies experience this bug with my latest pack.

prime tulip
#

I think I figured it out - I had some mods that were a bit too old that ended up conflicting and now masked are behaving properly

prime tulip
#

Initially I thought the problem was fixed, but it turns out as long as any enemy spots you, all masked will be alerted to your position and their ai will be fixed, and now instead of going to a single corner, they will go straight outside on default map (I'm not very familiar with LC AI) - So I'm still having trouble. This clip is with just mirage and dependencies, monsterhotkeys (starlancer ai dependency) for spawning, not the most scientific method, and the freecammer mod, and now they are going into corners again...

deft cape
#

since i do set that flag when it spawns

#

i'll look into it tonight

deft cape
#

anyone here have an old nvidia gpu (e.g. a 550ti) mind helping me test something?

granite musk
#

i only have 1650super 🥺

deft cape
#

honestly might be old enough to be worth doing a test if you don't mind 🥺

#

i still need to write the test though, it's just gonna be a simple program that tries to transcribe audio to text, just to see if cuda will work on it

granite musk
#

it has cuda in it tho

deft cape
#

ah shit

#

would u be willing to uninstall cuda for now even though it's a pain in the ass for u 🥺

#

all good if u don't want to though

granite musk
#

i dont even know how to do that lol

deft cape
#

all good 😂

#

really wish i still have my old pc rn

deft cape
#

if anyone here has a 1060-1080 without cudnn installed and is willing to help test something, please dm me 🥺

light jacinth
#

1060-1080?? that is lost technology!! 😱

sturdy python
light jacinth
#

forbidden technology

vast canyon
#

my RX580 ... 💀

sturdy python
#

750ti yoiled

tepid lava
#

i use a 1080 but i have cuda

ionic shoal
#

im close, 1660 super but, also have cuda installed afaik xD

wicked sorrel
#

I have a 750Ti in my server for video transcoding :3

light jacinth
mental kernel
#

Sorry if I am disturbing when editing the config file does the default value need to change as well?

deft cape
#

default value is just a guideline

#

u dont need to touch that

#

@mental kernel

deft cape
vestal pecan
#

I still have a 1060 3 gb soon be getting 3060 12 gb ppl say get the the 4060 I need that virtual memory

vestal pecan
deft cape
#

oh shit thanks, i appreciate it 🥺

#

lmk when you're free

vestal pecan
deft cape
#

oh for the test i dont want you to have cudnn installed actually

#

ill let u know what to do later

vestal pecan
deft cape
#

iirc you can type "cudnn" into the command line to see if it's installed or not

vestal pecan
#

Ok

deft cape
#

oh shit i'll dm u in like 10 mins

vestal pecan
#

I just want to make sure I don't have it installed

deft cape
#

just open command prompt and then enter in "nvcc", if it's not installed you'll see something like this

#

gonna dm u

vestal pecan
deft cape
#

most likely not installed then, that's perfect

rain mountain
#

i have a 1070 ti and mine also does not come up with anything, if you need someone else

deft cape
#

huge thanks to @vestal pecan and @sturdy python for helping me do a test with their gpus. turns out gpus that older than a 1050 won't work, so the min requirement to have v2 run on your gpu will be a gpu from the 10s series

if you don't have a compatible gpu you'll either need to run off your cpu (which is quite slow unfortunately), or have the host do the computation for you (assuming they have a compatible gpu)

sturdy python
light jacinth
#

u can’t run mirage v2 on forbidden technology, got it

autumn glen
deft cape
solemn ridge
deft cape
#

lmao the masked casually passing by fits so well

solemn ridge
#

Love how it didn't see me and just strolled by

solemn ridge
deft cape
#

LOOL

spring laurel
solemn ridge
#

😂

spring laurel
#

The more I play with mirage, the more I want contextual responses

deft cape
#

ah v2 only responds to other players/monsters talking, it won't be able to respond to context like that sadly 😔

spring laurel
#

I know, but there is a chance it manages to respond to someone with that within context

deft cape
#

one day™️

solemn ridge
#

Lol

spring laurel
solemn ridge
#

Nvidia Broadcast is kind of shitty

spring laurel
#

hell is that?

solemn ridge
#

Lmao

spring laurel
#

There are other noise removal apps yknow

solemn ridge
#

Name one that is good