#Mirage
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but we'll have to see after u confirm
ive been installing moroxide's modpack the whole time
no crash with default mods ๐
we might be winning holy shit
THANK U ALL FOR NOT GIVING UP ON THE SEARCH LMAOO
CUZ I WAS READY
was legit about to reupload
now i just need to see whats missing that it needs
that makes debugging so much easier
gonna test it out on my end too just in case
but its downloading real slow rn LOL
I had a feeling cus I've been testing the new update for days and it was fine
yknow what fuck it i dont even wanna find which dlls to keep for miragecore
i'll just copy the exact same as experimental's
wait
was
staticnetcodelib replaced
or removed intentionally
because I see it as a dependency on the experimental one but not final
removed intentionally
alr alr
that was only used for v2
but i deleted 99% of the code for that and it wasnt needed anymore so yea
gunna assume the same for odinserializer?
is that a dependency of staticnetlib?
no crashes ๐ญ
it is
if no other mods depend on it u def can remove it
Rollercoaster of emotions in mod-releases tonight
fr LMAO
literally went from its so over to its so back ๐ญ
LMAOOOOO
I can sleep well tonight to
frfr
Definitely would've cried
๐ญ
yeah disabled staticnetlib and odinserializer and still works
Esp. if no configs for specific modded enemies โ๐
for MirageCore? i just removed some dlls that i thought werent needed
im gonna download experimental rn and change the manifest to reupload so it at least works
for MirageCore? nah all good im just gonna keep them there just in case
@cinder skiff mind approving MirageCore? i pushed an update that makes it identical to MirageCoreExperimental
lmao im curious now too, i thought the ones removed were all non required but i thought wrong ๐ญ
@deft cape Just hope you can fix the recordings doing the repeating thing on lobby reloads :3
alright pushed an update that just bumps the recommended MirageCore version to 1.0.1
as soon as MirageCore gets approved things should hopefully be fine
You might get it approved quicker if you bring it up in Thunderstore Moderation right?
@deft cape interestingly enough
I removed all of the DLLs that weren't in the main miragecore file
and it still worked
what I do notice though is a slight file size change, this is miragecore 1.0.0
and this is experimental with the extra files deleted
mainly with FSharpPlus.dll
so something changed there LOL
done
thanks!
i think i targetted a different fsharpplus version for my Mirage.Core.dll project, and thats where i pulled FSharpPlus from for MirageCore
sounds like ur right on that tho, it's probably a version mismatch issue
oh also
thanks for looking into the issue yall ๐ฅบ
not sure if you'd know this but while I'm here what's the difference between these two
because with the latest update I'll be running both of them LMAO
Almost certain that if you use one, you disable the other. Not both at the same time. TIL
they're compatible together
AutoHookGen is just a more developer friendly version of the other
one's slightly cooler
alr alr good to know, thanks LOL
but leaving them is fine, it wont change much
now time to update my modpack with new mirage โผ๏ธ
๐ฅ
if we find anything else tonight I'll post it there but based off lunxara not encountering any should be good
sounds good!
is mirage not working for anyone else
Wait until the latest update goes live on your mod manager
the latest update is the one that adds miragecore? cause it's crashing my game
or maybe one of its dependancies
make sure that you're on miragecore 1.0.1
miragecore just vanished
The new update that says it fixed the crash didn't btw
I'm rolling back to 1.8.1, it crashes every time I try and host
wait i think it got fixed
Let me try then
I'm back
now it's working?
Well, trying to reinstall the mod leaves out MirageCore now so I can't try the new version lol
you might need to wait for it to re-appear on the launcher
MirageCore is also missing from the r2modman online search
Ah that's probably it then
Rip
How long does it take for r2modman to repopulate?
restarted launcher a bunch, didn't help
It can take a bit for the Thunderstore API to catch up
You'll have to wait unfortunately, Use MirageCoreExperimental in the meantime
Where do I find that?
Make it so you can see deprecated mods
and install it
you can enable deprecated mods in filter categories
Thank you!
Mhm
good to know!
afaik mirage core needs manual revision
it needs to be accepted by the mods
Yeah it was approved
API just needs to be updated
ayooo the experimental works, crashes stopped
approved on this new update?
๐ thanks all, sm
https://thunderstore.io/c/lethal-company/p/qwbarch/MirageCoreExperimental/ In the meantime just add this
Yeah, the page was just unavailable for too long so the API didn't have time to update
I see
thx
huh im surprised MirageCore isnt available by now since 753 approved it for awhile now
It just now appeared in r2modman for me.
Yeah so it took an extra hour
if LethalConfig were to get an update with the same functionality, would you update to switch to that? i'm really not crazy about downloading a second config mod that hasn't been updated in 7 months just for this mod
probably not soley because if if the mod is stable, i won't be touching it anymore
although people are free to make a PR for an update like that of course
@solemn ridge hm im not able to reproduce the issue you mentioned
i tried takling to record, exiting to the main menu, and then hosting a new game
voices sound the same
tried recording a new voice and it's still the same as well
im not running into duplicates
Tbf in my game we did 2 lobby reloads
You could test with my pack
01923650-37a7-98ce-ee01-390a586fc14e
Just disable the moons
Very bottom of the list
Has moons and Interiors
If you import it into Gale at least
Dunno about R2
yea i dont think r2 sorts like that
Anyways disable Lethal Resonance and disable some moons and interiors it should help
yea so for mirage itself i just restarted another lobby (2 lobby resets) and it's still fine
I might take Lunar Lights out until @prisma tulip fixes them tbh, cus Verdance is busted and having them use 134mb of space when 1 moon is broken is a bit non-ideal
:,]
LR takes a while to load lol, so when testing it's worth disabling
XD
That's SoundAPI's fault
for having Multithreading be broken
I know
lets hope for an update soon
It was supposed to be updated this month ๐ฆ
@upbeat compass bls update SoundAPI
Weird question
Could it be an interaction with something like ToggleMute?
dont think so
I was thinking it might just be an interaction with one of the mods that affects voice stuff
i thought i knew what it might be coming from but the problem is i cant even replicate it
Maybe cus of this?
It's definitely gotta be an interaction with something, I also noticed it only happens to enemies that aren't masked if that helps
So it might not be an interaction but a bug with non-masked
hm
looking at the patch
it's very possible that's the problem
i probably didnt hear duplicates earlier bcuz it was just playing too closely together
probably more noticable when playing with others
Probably yeah
gonna double check this with unity explorer
๐
would be so funny if this is actually the issue
u basically just solved two major things
that i would've dropped support for if it took too much effort
๐
take my virtual cookie
๐คญ
ah dang i spoke too soon, it's not duplicate components
gonna go back to trying to run ur modpack then
Yeah cus UnityExplorer might still show something lol
Tbf inb4 it was a bug you unintentionally fixed cus it was happening with 0.0.29 of Experimental but idk
i doubt it, it's probably just a bug that's kinda hard to replicate
Probably
Wonder if it's when some check of some sort fails, like a small edge case
don't think this is something i can fix unless more ppl are able to report it with a way i can reproduce it on my end
no clue ๐
Since it's only non-masked I'll just change the delay for them
Cus it could just be something odd with that, or an interaction with pitch being affected idk
nah definitely not from pitch
It's not possible for SoundAPI to maybe sometimes affect it is it?
dont think so
do u remember which enemies specifically bugged with it? cuz it's fine when i test it with dogs
I would say if it's the case it might do it, cus it's caused the cruiser radio to bug out before
Well I was on Praetor when it happened
Outside enemies there were dogs and a CoilHead
They all did it
ill try going on that moon just in case
It could just be if there's a delay for it to transfer the audio over the network, which DissonanceVoiceSettings has settings that can affect that
nah ive looked at that b4, it looks like just some simple settings changes for dissonance
and mirage doesn't use dissonance, other than recording the mic
Got you
if you ever find out a way to reproduce the error i can take a look one day
but i'm def gonna be more busy so
im not even sure when i'd look at it if so
Just to confirm
I've only ever heard it with my own voice
Is it cus I turned down the local volume?
Cus if so that might make sense
๐ค
Actually I wonder, what if it's sometimes an interaction with LethalElements?
LethalElements has caused weird issues in the past cus of the stuff it does for voice stuff for Solar Flare
@deft cape can you see if you repro it during Solar Flare weather, or if voice lines recorded during Solar Flare do it
Cus if so that would make some sense for sure
Would it be possible to make LethalSettings a soft dependency? The settings for Mirage aren't showing for me, and it's throwing errors on the console when I go into my settings.
You probably have some mod that's exploding LethalSettings from the look of it
I just dunno what
Maybe it's FacilityMeltdown? Since I don't use it lol
That wouldn't suprise me. I have a big modpack.
i dont really wanna figure out how to make it a soft dependency, not to mention without it the only way to change the preferences rn is to just go into a text editor
so id rather keep it as is still
Guess you'll have to find what's conflicting
Alright, that's fair.
It should look like this though when you fix it
wait turns out LethalConfig does support settings that arent attached to a config https://github.com/AinaVT/LethalConfig?tab=readme-ov-file#generic-buttons
so i might be able to switch to it
@rain mountain
will have to see though if it has all the functionality
oh, sick
Would be nice :3
@solemn ridge hopefully the issue is just rare
with the duplication thing
considering you were able to play just fine for a couple days already
realistically unless i can get an in-depth way to replicate the issue on my end it's probably never getting fixed :(
Wondering if it could have been a weird StaticNetcodeLib issue that sometimes happened
even then it's unrelated
Got you
I believe FacilityMeltdown utilizes this functionality within lethal config. They are seperate files, but show up as one in LethalConfig.
i dont really need that anyways, im just trying to have it edit my own arbitrary save that's not a config
yea
wasnt aware of that existing cuz i remember looking b4, but i could've just missed it
autohookgen needed cuz monomod
lethalsettings needed so i can modify my own arbitrary files to avoid syncinc a config for it
it's stable in lunxara's streams
fyi this isn't the v2 update though, idk if you saw my msg about dropping it
so many more mods to download with this new update
are they all absolutely necessary
lol i did not look at the messages above me my b
yes they are
what if youre ok with the configs syncing can u just delete lethal settings
@rain mountain sadly seems like LethlaConfig isnt a valid replacement for me instead of LethalSettings, it only has that one generic class that makes me redefine everything, and the other helpers it has requires a config, so it just doesn't work out
lethalsettings is required to run it
or it'll crash
ok
it's not about configs syncing, it's to allow modifying the preferences ive set
but yeah, really doesn't seem like there's any alternatives to LethalSettings rn so i'm just gonna leave it as is
unless im misunderstanding how it works, i'll take another look at it but as of right now it doesn't seem like a viable alternative
is there a way to disable lethalsettings? keeps crashing and causing errors in other mods
ope just seen thats already been brought up my b
I've had no issues with it in my pack
But tbh I wonder now if that's why some mods like ProtectConductiveItems aren't working properly
are you using MirageCore v1.0.1?
yeah
i doubt it tbh, lethalsettings touches the ui, not items
can you send your modpack @frail parrot
just gonna take a quick look
I just wonder what mod is commonly being used that might be causing issues with LethalSettings
yeah no problem one sec, file or code?
code
019236a9-892d-edee-e230-36acc5e393fc
my suit rack was the only thing IN game I noticed right off the bat
an uninstall and reinstall seems to have fixed the issue so I guess problem solved lol
so the issue is with facility meltdown, i've already notified bongo and they'll remove their code referencing lethalsettings for now so it at least doesn't error
@frail parrot just to let u know why lethalsettings is erroring for u ^
do you have facitility meltdown?
oh cool beans thanks for the heads up!
Yep!
ah that's why
just wait till bongo pushes out an update
it should be good after that
oh you don't?
im guessing u mistyped just now ๐
lol. Woops.
but yeah for anyone who has facility meltdown, just wait till bongo updates and it should be fixed after
Oh cool!
Thank you for your hard work, by the way. It's gonna be a sad day if Mirage becomes depreciated some day, but I totally get that you gotta prioritize.
i doubt that, unless zeekers completely changes things and requires mirage to do a major revamp
the way i have it setup should be pretty future proof
if new enemies get added i don't need to update the mod for example
@upbeat compass Now fix SoundAPI bls, we need fixed Multi-Threading ๐ฅบ
no
bongo boutta throw bricks ๐
๐ฆ
That's awesome to hear. I noticed in the config that enemies are dynamically generated. Much appreciated ๐ค๐ป I hope SellBodies will do the same some day ๐ฌ
So does this mod do the walkys that I hear of, or does lethal intelligence do it? I would assume the 2nd one
lethalintelligence does, although virus is still working on that feature actually
i just worded it like it was ready in my README cuz i wasnt planning on doing any more updates
yeah i plan to get that working by end of the weekend, it shouldent be too far a step in that timeframe, i did have an update ready for today pretty much, but that was before i started working on the walkies stuff xD
Bet hyped to see the 2 mods working together
You'll go down as one of the top modders in my book
haha thanks ๐
omg I was shocked to see my modlist being so huge today and realized it's all from Mirage....was it needed? It was working fine before no
You can remove barchlib now, and also if you've been paying attention this update is quite a huge optimization update
A lot of the extra stuff was just stuff that was originally gonna be added if V2 ever came out since barch learned new stuff and rewrote some things compared to before
yeah I deinstalled Barchlib already, and no I actually haven't noticed since I am just about to play now but thanks for the headsup. still sad to see a mod take about 10 slots in the modlist x)
Luckily dependencies are small so they don't really add to boot times
lol
For me it didn't add much, maybe only like 3 dependencies
yeah for sure I thought that too, just you know those people always crying in unofficial LC server about huge modlists xD
Stop asking
You're kind of late lol we already ended the discussion a while ago
It's called future proofing
True
i much prefer many mods that do 1 thing each, than 1 mod that does 50 things, ngl xD
talking about working on it, quick question.
when the samples are coming through.
if its NOT the last sample, i assume there is always another sample before it reaches the sample its playing.
if it IS the last sample, i assume there will never be a sample after that? and i also assume the "clip" would be null after the last sample has played?
I am just trying to work out how to detect when the clip has finished, as currently in the code you suggested, i "stop" when i start, which ive refined, and is great.. but, i may need to detect the stop point seperately.
how the code already worked was..
masked picks up walkie
masked holds walkie
masked clicks the "speak" button
clip plays
masked lets go of the "speak" button.
so just trying to work out how to let them know when the mirage clip has ended as usually its when the "playoneshot" has ended i beleive. (while we are using play and stop)
can you disable lethalsettings and still use mirage or is it required?
i beleive its required.
damn that sucks
Yea its required
Game will crash without it
it's Mirage.General.cfg and Mirage.Enemies.cfg
you'll need to host a game at least once since the enemies config gets generated at runtime
i think for this you'd have to actually poll for if the AudioSource.IsPlaying() is finished or not. i remember looking into this before, and unity doesn't have any listeners for it.
while i technically could expose an event for it, it wouldn't be when the audio source is finished playing, it'd be when the last audio frame is received, which i doubt is what you're looking for
if you're fine with a somewhat scuffed solution, what i did was just sleep for the audio's duration
so i'd AudioSource.Play() and then sleep(audio.lengthMs), and that's when i resume doing whatever i needed to do
if this works with you i can update the AudioStartEvent to also include the duration of the audio
i figured it would be something like that, ill have a look further into it later. just didnt know if i could check if there is a next sample or not using whats already provided. ๐
I see LethalSettings is now a dependency... I already need LethalConfig as a dependency for some other mods.
Do these two mods conflict in anyway since it seems like they are trying to do the same thing?
And Im assuming I should disable (but keep installed?) HookGenPatcher if I'm using this since it requires AutoHookGenPatcher
yeah wouldn't be possible to check if the next frame is the last sample or not since there's not enough data given to you in those events
polling isn't the best option for sure (it rarely is for situations like this) so if the scuffed solution of sleeping for the audio's duration works, let me know and i can send you the audio length in the start event
So if I understand correctly there's no way of sharing that setting when sending a profile code?
yes that's intentional, since it's a personal preference type of thing
even if the masked stops holding the walkie button AFTER the clip has finished, as long as they can recognise its finished, its cool, just when we were testing, none of the normal walkie sounds were playing (because i was not triggering them), so i need to work out how to trigger the right sounds, at the right time, so yeah, i think if "is playing" is false, but it was true before, that should work for playing the "end transmission" sound effects.. and for cutting off audio for a while. (so they dont monolog through the walkies lmao)
yeah in that case a scuffed sleep for the audio duration sounds good enough
so i'll add an extra parameter to the event later
well, the area where this is all picked up isnt async, so im guessing that will stop everything else, i was thinking the polling for isplaying would work.
though i guess the event handler is async, so nvm xD
event handler is sync im pretty sure isnt it? i don't remember setting it to be a task
in this case you'd probably need to use a coroutine
also i forgot but you can actually calculate the audio length yourself so i don't need to update the mod
audioLength = lengthSamples / sampleRate / channels * 1000.0
Well as the modpack creator of my group I like to make it so everyone has the same experience.
I think hearing your own voice actually changes a lot on a gameplay perspective
that's fair
i'm not really sure what the proper solution for that would be though
reason why i always hated it being synced
is because when i played other people's modpacks, they had it changed to what they preferred, and i'd always have to change it back every time i imported the modpack
and since the setting isn't synced from host -> clients, i never wanted it to be in the config to begin with is my reasoning for doing it like this
@clever knot https://github.com/qwbarch/mirage/issues/83#issuecomment-2380834380
i'll think about potentially moving those two settings back to the config so it can be synced
honestly bothers me that i'd be forced to have those settings when playing with different groups but i guess it makes sense from a modpack perspective
yeah like initially i was like "that should be a shared config" then i looked at the new settings and as its the volume for YOUR voice, it makes sense that you can raise/lower it and it isnt synced as everyones voice may need a little tweak, just wish the menu wasnt so hidden, id rather a new menu item called "LethalSettings". (like LethalConfig's) rather than deeper in the settings menu.
i suppose i'd have to update the README to make it a bit more obvious in that case (for people who aren't even aware of it i mean)
Oh, so I don't need to disable HookGenPatcher?
yeah don't need to
@deft cape Why did you remove the spawn on player death option??? That was such a good feature and as a config people could turn it on or off.
@onyx summit they talk about it here
though they didn't make a separate mod cause mine (https://discord.com/channels/1168655651455639582/1281615514325487669) does something similar, and I added mirage's spawn on death on qwbarch's request
Not gonna lie kind of bummed about it. Was fine as a config option but I'll look into this I guess.
Reading Changelogs is exactly why I'm here. Wanted to know if there was more of a reason than go use zombies mod cause I didn't want to add another mod into my pack for a feature Mirage already had as a config option.
yeah
main reason i didn't re-add it out of sheer laziness, i'd have to do a tiny bit of work to ensure i didn't make any mistakes when porting it over to my rewrite, and #1281615514325487669 exists so might as well just keep it dropped
didnt read the changelog and i got attacked by bunch of other dependency ๐
it's only 1 but u can remove unitask now (assuming no other mods are using it)
Mirage v1.10.0 is released:
- Moved (and renamed) the following settings back to being a synced config option:
- "Only hear a monster mimicking your own voice while spectating"
- "Only record your voice while alive"
- Re-added LobbyCompatibility as a soft dependency.
@clever knot
Thanks !
I just wonder if @upbeat compass Will remove UniTask when they update SoundAPI again so I can remove it, I'm already surprised it's not a soft dependency since as far as I'm aware it was only for Multithreading
Was LobbyCompatibility a hard dep or just not really supported before?
was always a soft dep, i just didn't have it in my v2 code so i forgot about it during the rewrite release
Fair
so in v1.9.x it wasn't supporting it basically
It's honestly such a horrendously mid mod
it's had bugs but it doesn't mean it's a bad mod
it's not targetted for ppl with specific modpacks anyways
it's more-so for public lobbies
Ye
v2 would've required it as a hard dependency though since i needed a way to check if a lobby has the AI package installed or not
but since v2 isnt a thing anymore
no need to hard depend on it ๐
ye
v2 isnt abandoned is it? I know you said development was gonna be slow, not sure if I missed something else
its dropped
they gonna be busy
IRL stuff
Ah I see. I get it though, schoolโs important
Maybe someone else can fork it and/or continue the project
The main problem would be that it just wouldn't work depending on hardware
when a masked speaks, it will be sometimes be heard through the walkies as well.
oh niceee
yes.. when i get it working 100% xD
trying to finish it today. but we shall see.
When a mimic spawned it had its arms out even through I had that disabled
when monsters spawn, sometimes the vanilla code is in charge for a second. did the arms drop after you walked away and came back?
No
ah hmm :/ ive seen similar when testing my mod, the arms are out, until the animations my mod uses takes over (which is almost instantly), so thought it maybe the same.
Is there any plans to add this back?
This doesnt seem to be an option in the newest 2 config files, so i'd be tempted to just use an older version
Me and most others i play with dont like hearing our own voices
Also gives away that its an enemy immediately since its obviously not us, but being able to then hear ourselves in spectator is nice because then we get the context of what the alive players are hearing.
it was removed cuz it's redundant, you can set the volume of enemies mimicking your voice inside LethalSettings to 0
do you have other mods that does the same thing? cuz it works with mirage by itself
I have lethal intelligence and diversity
Ah sweet nice
And a lot others but those are the ones that might mess with that
you'll prob just want to make sure you go through each mod that affects the arms-out animation and disable them in each mod @regal sandal
I am wondering if, by changing the positions of arms (for holding items), my mod is actually causing it. I havent seen it that often though.
you said you had a lot of mods so if you havent found the problem yet it may be generalimprovements if you have that mod. it has configs for arms out, mask and a few others
theyre on by default
so there isnt an option anymore for how long the recordings should be saved?
was this in seconds? or miliseconds? or minutes? or just how many samples there is? ;o
ngl, ive fiddled a lot, and feel like since ive tried implementing this, ive broken everything ๐
state as of right now, walkies seem to activate and stop "correctly", but no audio plays, and i get errors, making me think the length of time is wrong.
actually, tell a fib, no errors in the last test.. but either REALLY silent, or not playing when it says it should.
@deft cape #1200695291972685926 message ?
thats in milliseconds, sorry forgot to mention
its in the lethalsettings menu
no worries, seem to have gotten the masked to speak again.. hopefully the other errors solve themselves now.
nicee u got this ๐
Its just the never delete one. I think there was another one in the past
oh right there was one that lets u delete in between rounds
that one was removed to not complicate the settings since the old config was so convoluted
might do xD the errors are null reference errors coming out of nowhere, so.. kinda thinking i wont get this done today. lol
so my issue MAY actually be at your end, or maybe i can fix it at my end, not sure, but i think this maybe because some walkies are turned OFF and this is looping through all walkies, but it is checking if the walkie is being used.. which afaik, means its on..
the line in my code for this error is..
allWalkieTalky.thisAudio.PlayOneShot(allWalkieTalky.startTransmissionSFX[Random.Range(0, allWalkieTalky.startTransmissionSFX.Length + 1)]);
[Error :qwbarch.Mirage] Error occurred while mimicking voice: System.IndexOutOfRangeException: Index was outside the bounds of the array. at LethalIntelligence.Patches.MaskedAIRevamp.mirageActivateWalkieSpeaking () [0x00028] in ./Patches/MaskedPatches.cs:4891 at LethalIntelligence.Patches.MaskedAIRevamp.OnAudioStreamHandler (System.Object _, Mirage.Unity.AudioStream+AudioStreamEventArgs eventArgs) [0x000c3] in ./Patches/MaskedPatches.cs:4810 at Microsoft.FSharp.Control.FSharpEvent2[TDelegate,TArgs].Trigger (System.Object sender, TArgs args) [0x0004b] in D:\a_work\1\s\src\FSharp.Core\event.fs:141
at Mirage.Unity.AudioStream+AudioStream.InitializeAudioReceiverClientRpc (Mirage.Domain.Audio.Frame+PcmHeader pcmHeader) [0x00122] in .\Mirage\Unity\AudioStream.fs:135
at [email protected] (Microsoft.FSharp.Core.Unit unitVar) [0x00071] in .\Mirage\Unity\AudioStream.fs:69
at Microsoft.FSharp.Control.AsyncPrimitives.CallThenInvoke[T,TResult] (Microsoft.FSharp.Control.AsyncActivation1[T] ctxt, TResult result1, Microsoft.FSharp.Core.FSharpFunc2[T,TResult] part2) [0x00005] in D:\a_work\1\s\src\FSharp.Core\async.fs:510
at [email protected] (Microsoft.FSharp.Control.AsyncActivation1[T] ctxt) [0x00000] in <588e141cf494d61e4a24813680a05d68>:IL_0000 at Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc2[T,TResult] firstAction) [0x00017] in D:\a_work\1\s\src\FSharp.Core\async.fs:112`
well, tried turning on all the walkies, thats not the issue.. so yeah, i d k why its occuring. ill check further on my end tomorrow, but i think this is the last piece of the puzzle ๐
i dont think turning off walkies would be anythijg for me to do.
what exactly is startTransmissionSfx supposed to be though?
when you press the walkie button to speak, there is a static sound.. that is the masked replication of that.
either way i dont understand (yet) what is out of range as its only looping through walkies.
If you have more enemy mods, she gets pretty rare.
I kept getting football and herobrine on my ass constantly, so I had to tone them down.
She's been spawning pretty fairly since then.
@ionic shoal is the out of bounds error happening every time, or is it sometimes? if it's sometimes, it just seems like the Random.Range() is giving your an index that's out of bounds by 1. try removing the +1 maybe?
allWalkieTalky.thisAudio.PlayOneShot(allWalkieTalky.startTransmissionSFX[Random.Range(0, allWalkieTalky.startTransmissionSFX.Length)]);
Nah, I don't have that much mods for enemies tbh xd
Oh, doesn't she also have higher chances of appearing when you keep coming back to a moon?
Btw, if you playing with more people, you would notice if she is stalking somebody, you can hear her talking through their walkies to them.
same code worked before xD so i dont think its that, but maybe, i d k, i didnt modify the code, just duplicated it because i was having issues using the old code, so figured a seperate process would work better (and it seems to.. BUT.. error :D)
i will look tomorrow anyway
in the config editor i'm noticing new configs for this mod, i'm assuming it doesn't use mirage.cfg anymore?
yeah Mirage.cfg is unused so u can delete it
got it, thanks
If i reverted back to an old version of Mirage will it still work? Referring to the one before the big change. I'm not really feeling this big update. New Mirage doesn't seem to be working as well as the previous version.
I've had no issues with it, I did a ton of beta testing for a reason
Gonna diagnose you with skill issue

Haven't gotten the chance to test it cuz my few friends are slacking lately 
Soon I'll start hopping into random groups from lfg channel
Will chime in & say the new one has worked swimmingly with our group in our play sesh. Glad the update managed to work out 
u can downgrade but just make sure MirageCore is uninstalled since it interferes with Barchlib
@deft cape Quick, call me an asshole
asshole
ur an asshole ๐
Okay cool it's working as expected, I haven't actually seen anyone making use of the exceptions
are u testing the auto timeouts thing
Not really I just wanted to see someone use one of the words that used to be blocked
ohhh
so unsurprisingly, you were right.. yet another bit of MaskedAIRevamp code that somehow worked.. but isnt correct.. so isnt working for this.
ive reached a point where..
masked turns on walkie
masked presses speaking button
masked speaks the clip
... and here is where it falls down.
sometimes they "end the transmission" properly at the right time.
sometimes they dont at all.
sometimes they end the transmission mid-voice clip.
this is how im doing the calculation you suggested.. (all within the switch case you helped me setup in the handler)
I am guessing there is a better way to handle the if statement which is more reliable? I have tried adding extra time, or removing a small amount of time to ensure it triggers before the last event fires for the clip, and nothing seems to be working.
case AudioStreamEvent.AudioStartEvent:
//press speaking button
//start clip
audioLength = startEvent.lengthSamples / startEvent.frequency / startEvent.channels * 1000.0;
break;
case AudioStreamEvent.AudioReceivedEvent:
//continue playing clip
endTime = DateTime.Now.AddMilliseconds(audioLength);
if (endTime < DateTime.Now)
{
//stop pressing speaking button
}
break;
just had a thought actually.. maybe endTime should be calculated in START.. hmm
oh i see why i didnt do that before.. x.x
seems ive resolved it nevermind ๐
Wooo, I can say asshole now!
out of curiosity, is your issue, sometimes the masked just, dont speak?
the reason i ask is, im noticing if i dont speak before a masked spawns.. they dont speak. (at least thats how it seems) otherwise works fine for me.
I am also having the masks not speaking. I am running zombies btw, don't know if that is related
Hmmm @deft cape do you think this would be an easy fix?
realistically if something is broken, im just gonna revert to the previous version
dont have time for bug fixing rn
@solemn ridge have you even had that issue? never once heard of it being an issue till now
I haven't
possibly a mod conflict somewhere then
it may not be always, but im literally staying dead quiet, trying to get specific lines said, and only those lines, and just sometimes when i dont speak before i spawn a masked.. and then they just dont speak... i quit the game.. and speak.. and then spawn them, and they do.
But we just had like an insane amount of Masked On Temper, that might be a Temper issue though cus it's happened nowhere else
there's no errors when it doesn't speak?
Lordfirespeed-OdinSerializer xilophor-LethalNetworkAPI VirusTLNR-LethalIntelligenceExperimental Rune580-LethalCompany_InputUtils giosuel-Imperium BMX-LobbyCompatibility AinaVT-LethalConfig BepInEx-BepInExPack LethalCompanyModding-Yukieji_UnityExplorer Evaisa-LethalLib Evaisa-HookGenPatcher quackandcheese-ToggleMute willis81808-LethalSettings xilophor-StaticNetcodeLib Hamunii-AutoHookGenPatcher Hamunii-DetourContext_Dispose_Fix Suskitech-AlwaysHearActiveWalkies bctix-FPSCounter Confusified-Framerate_Slider qwbarch-Mirage qwbarch-MirageCore Bobbie-NAudio qwbarch-NAudioLame
not a long list as its only a testing profile.
nah, i just hear nothing from them
i will check to see if there is a log entry before all the imperium spam.
when you intiailly talk to get recordings, did you talk before the lever was pulled? next time if you notice there's nothing speaking, try seeing if the recordings directory is empty or not
like inside your lethal company folder, there should be a Mirage/Recording directory
if it's empty that'd explain it
vanilla directory? or in the bepinex folder?
and i did change the timing so it starts recording after the ship doors opens (after pulling the lever) in order to avoid recording a bunch of buggy audio from when the game loads
vanilla directory
ill have a look, one min
sounds good
seems to be working fine now.. ill have a look the next time it happens, see if the folder is missing.
have some good news re-the intgrated walkies/speech/etc.. finally got it working.. probably needs minor timing tweaks, and i have a lot of logs and etc to clean up before releasing, but, unless just now was a fluke, should have the update out tomorrow, so nothing should need changing (in mirage) for that anymore. ๐
lets gooo good shit
Yeah thats basically whats been happening. Which then results on mimics sometimes just repeating the same couple things over and over.
Reverted back to old version and its working so much better again. Glad to know others have had the same issue which means its not a skill issue like someone said it was ๐ค
Question. Are the options to remove the mask and arms out animation client sided? I like the idea of the masked enemies blending in better but my friends do not. Would it matter if I changed those configs on my end? I am typically the one hosting if that makes any difference.
I could be wrong but I dont think its client sided.
pretty sure itโs client sided
itโs purely visual so i donโt see why itโd have to be synced with everyone
just like how ur graphics settings can be different amongst friends
@plush pivot
so i believe u can have maskeds ur way without issue
Hmmm maybe ill just try it out and see what happens
yeah never hurts to test it out.
@deft cape can host have their masks look different from other clients without issue?
or will host config sync and override clientsโ?
oh it's synced, pretty sure i've always had it synced as well
oh
well i was asking coz skittles wants to hide the mask and arms out, but his friends doesnโt want that
heโs hosting and all too
does anyone know how to completely remove the masked changes? i've adjusted it but they still keep showing up and it's really irritating.
what changed specifically? visually?
what do u have ur mirage config spawn rates set at?
but i set overide to false?
hmm override should be working
but i honestly havenโt touched the newer updates so idk if that changed anything
i myself used the override and it did work at the time.. coz i found the masks spawned too often with mirageโs spawn rates
yeah none of the changes stuck at all
@deft cape sorry to ping again. but apparently captain smiley is having issues with overriding mirageโs spawn rates. theyโve set it to false, but is still getting high mask spawn rates.. (all the time)
just checking, do you have any other mods that may affect mask spawns or spawns in general like lethal quantity?
it may have been spawn curve
@woven matrix can you send your config so i can take a look just in case
so did more trouble shooting and it was the that spawn curve setting
ngl, when it comes to that stuff.. if "some people" dont want to hide the mask/arms, then everyone should just accept they are showing. (i know its not you who wish this just replying xD)
from my POV
if one person sees mask and arms.. everyone else might as well see mask and arms because that one person will be like "oh its a masked".. and at that point everyone else not seeing them doesnt matter, as the point of not seeing the masked and arms is so they blend in with players better imho.
Ey its all good
I was just curious
Its a minor thing really
That wouldnโt bother me too much. They could only trick me if I was alone but I do wander off on my own frequently
Youโre probably right though. I should just try harder to convince them that we should all play without masks
Theyโre not that hard to figure out if theyโre real anyway. You just gotta ask em
yeah thats kinda what i was saying, I have 'similar' issues with my group.
like, im adding stuff to my mod thinking it will be cool, a lot of people seem to agree.. i tell my group i play with... "omg why would you do that?" lol
tbh, with masks and arms out, my group just looks at the name above,. if no name above = masked
Soooo true
I cant remember what mod does it. I think general improvements? But I got rid of the name tags
its just a bit harder to tell.. and once again.. something i wish was removed (my opinion is, masked should be identical to players where possible.. my friends certainly dont agree xD
for players i like nameplatetweaks, i want masked to have the same nameplates though, i was working on that, but, never got it working the way i wished.
I think masked having the same name plates may also be an option in general improvements. Canโt clearly remember. GI has a lot of features
im told its fine for normal nameplates, but nameplate tweaks's plate isnt done correctly.
i dont use GI though.. simply because its "too much in one". im aware i could just turn off stuff i dont use, but yeah xD
Yeah it was a lot of work to configure every little thing but it was worth it
Itโs the little changes I like the best and there are heaps of them
ok
masked isnt talking again..
masked isnt talking through walkie either.
if i REFRESH the masked, they will start talking (i found that out yesterday, so its the individual instance of the masked with the issue)
I have checked in the vanilla folder.. there is a folder..and there are clips.. and i speak. and a new clip is added.
but nothing plays.
i once again, didnt speak until the masked was spawned.
odd.. what do you mean by "refreshing" the masked exactly?
i'll have to think a bit on where that might be bugging out from
in imperium, there is a respawn button, thats looks like "refresh" arrows, i meant respawn.
being honest btw, if you dont find where its bugging out, i dont think it will matter much, id assume 99% of people talk long before a masked spawns, i think im only seeing it literally because im purposefully not talking.. and spawning a masked on command.
if i was thinking about it from my experience irl, id say because the array of clips is null when the masked spawns... it errors..? probably wrong, dont know how stuff works at your end xD
there was errors with imperium, but only once, and seemingly unrelated.
ah
yeah the thing is unless im like 99% sure what the bug is coming from, i dont even have time to go bug searching as well
so im just trying to try and picture where the bug is coming from
based on what you're saying
but looking at the source code rn i have no clue where it might be coming from
only thing i can think of is for example, this line: https://github.com/qwbarch/mirage/blob/bce8c68f10441633b19362d01411c3bc81703b10/package/mirage-lc/src/Mirage/Unity/MimicVoice.fs#L78
if for some reason the mimicking player or enemyAI failed to get retrieved during the awake method of my component
then it'll just always mute
but that's really just a guess so i got no clue
neither is null afaik.
ah
oh well it's
fields that i set on my component itself so idk if it's failing somehow
i do see the "mimicking player" log.
ah
nvm then
if the log is shown it's def set
that's why i was thinking maybe the "mimicking voice" loop stopped cuz of an error, but as you said there was only imperium errors so it's probably not that
i will do some testing for you when im finished what im doing at the sec, see if i can get it to happen in vanilla, if it happens again, ill send the log, but im pretty sure there is nothing
btw, while your here, how do you deal with 0 length clips?
wait mirage is sending you 0 length clips? that shouldn't happen ๐ค
the calculation reports 0. xD
oh you mean the length in milliseconds
i tried "returning" from them, it errored,so im now trying muting, when it occurs
it's probably a really damn short clip then
yes
unless it's a bug somehow
might be related. i d k
huh it actually could be...
could you print the # of samples just to debug
cuz if that's also 0
that's 100% a bug
i did a "chh" sound very quick into the mic..
[Warning:LethalIntelligence] LI<->Mirage Audio Integration -> clip length was 0 (this shouldent normally happen)
the clip plays.. but the clip length is 0., ill try to add in the samples log now, one min
yeah thats super odd
[Warning:LethalIntelligence] LI<->Mirage Audio Integration -> clip length was 0 (this shouldent normally happen) [Info :LethalIntelligence] StartEvent.LengthSamples = 26496 [Info :LethalIntelligence] StartEvent.LengthSamples = 26496 [Info :LethalIntelligence] StartEvent.LengthSamples = 26496 [Info :LethalIntelligence] StartEvent.LengthSamples = 26496 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 4608 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 4608 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 4608 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 4608 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 2304 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 2304 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 2304 [Info :LethalIntelligence] ReceivedEvent.Samples.Count = 2304
there is a lot more spam of the samples, just figured thats enough
im logging all the variables of the calculation, to see how it reaches 0, so mabye that will answer why
[Warning:LethalIntelligence] LI<->Mirage Audio Integration -> clip length was 0 (this shouldent normally happen)
[Warning:LethalIntelligence] 0 = (26496 / 48000) / 1 * 1000
might be due to rounding why it thinks its 0.. so it maybe just an error on my end.
for me though, it should be 552 (using a calculator)
ok, it seems like, no matter how i do the calculation, it just always results in the parts of the calculation being int's even when im not using int's, so.. it ends as 0.. when its a short clip.
are you doing the calculation with ints?
you should do it with doubles and then cast it to an int on the final step
well, i was calculating into doubles.. but.. apparantly i had to cast to double before using the variables in the calculation.
yeahh
i rarely use doubles.
so you've got that part working at least then? ๐
yeah, i think so.. im seeing values below 1 and above 0 now.. and no "warning its 0".
so that was all on me being a doofus... sadly not the cause of the other issue :/
whats the other issue again
sometimes masked not playing audio if you dont speak before they are spawned (thats how i perceive it)
oh that
yeah that's a mirage specific issue for sure
and you said that's for specific masked as well right
like there's some that still work even if you don't speak?
i dont normally hear voices on other mobs, but i can turn them on to test.
oh nah i meant like
if you spawn multiple masked does it affect all masked at the same time
so after you speak they're all able to speak
or only some of them are bugged or something
all i know is
masked spawned before speaking = sometimes completely silent (no clips played)
speaking now...
respawn same masked = they now speak fine
ill try that now if it bugs out
but im guessing any masked spawned BEFORE i speak is potentially bugging out.
weird
i don't even have any hooks that would affect masked enemy's ability to speak based on your microphone being used
so my initial thought was that it was failing to record
but since there's recordings in there
i honestly have no clue at this point, for now at least
thanks ๐ฅบ
ok
i spawned 3 masked before talking.. gave 1 a walkie.
all 3 are silent.. i respawn them.. still silent.
before i only had one, and i respawned it... and it seemd to kick it back to life.. so seems like one or all of the masked, are holding onto something... meaning none can speak?
spawned a 4th, no sound too
wait this test maybe wrong, i should restart my game xD one sec
If it helps, what we experience is most mimics not talking or when they do it's very short and sounds like it's getting cut off.
I reverted back to an older version and the mimics are working amazing again. Actually fell for a couple thinking they were real ๐
is everyone else having this kind of issue on the latest mirage update?
really just considering doing a rollback and calling it a day
well except, adding the LethalIntelligence compat stuff back in of course
its not a big issue from my pov, my biggest issue right now is stopping my chair from squeaking... before i spawn a masked.. lmao
๐
well, i just started with my mirage folder empty..
didnt speak
spawned 1 mask
spoke
they repeated it shortly after x.x
ill keep spawning 3 masked.. until they dont reply.. and test again..
How long will they talk though?
Are you speaking a sentence or one word. Cause old version they would repeat an entire sentence, but new version they get out like 2 words at most it feels like. Maybe 3.
that sounds like a you microphone issue... ie like.. your mic is not producing loud enough volume to keep the clip recording?
this is a clip from my testing... so its not just 1 word or 2 words.
audio quality sounds distorted because my pc struggles when i record. xD
^ btw apologies for the really silly words i said.. i say all sorts of crap when testing. lmao
It works perfect in an old version and not the new version. Definitely not a mic issue.
old version was using something different to capture the voice??, which if i remember rightly, led to a lot of non-clips because it was picking up junk noise? which is why moving on to the newer way of recording? my memory maybe wrong, i just read a lot of stuff and regurgitate parts of parts of memories xD
tell me a phrase you speak in the game, that gets cut off, i will see if it cuts off for me.
I can't think of anything off the top of my head. I can run more tests when I get home. It could just be another mod not liking the new version for us.
ok, so
I didnt speak
spawned masked1
I spoke a line
masked1 is silent
spawned masked2
masked 2 instantly repeats my line
masked 1 still silent.
respawned masked1 -> instantly starts talking
So the issue is on timing of spawned masks.
i will try to say this and record it.
"I can't think of anything off the top of my head. I can run more tests when I get home. It could just be another mod not liking the new version for us."
If a player hasn't spoke then that's why their mimics aren't talking.
Lol really ๐คฃ ๐ ๐
its long, no? xD
True
But what you discovered answer our biggest issue. Which is mimics just not talking.
Well maybe not completely hmm ๐ค
i can confirm, it wont seemingly record that clip... although, it maybe because i have clips being slammed in my face via the walkie constantly... xD
i think it being cut off might have to do with the timings i set of when to stop recording
seems like rn i have it set to stop the recording after 600ms of silence (at least if silero vad deems it not proper voice data)
should i up to like, 2 seconds maybe?
i think the reason i did that is so that it doesn't record indefinitely for people with super noisey mics
that only makes sense to me if mirage was erroring during the first voice mimicking attempt
i have no qualms with how it is now.
maybe you are catching the error and no log is output?
nah def not
hmm, then i dont know then. xD
yeah no clue ๐ญ
i guess if it's not big enough to matter i'll leave it for now tho unless more ppl complain
thinking about the "silence to cut off recording", so if there is half a second between words.. = it stops recording?
600ms even.
Yeah that's a bit to quick.
if it helps i just did some testing and i got one to say a rather long sentence with a brief but noticeable pause in the middle
dont know if this is possible, but what about a bool, for "noisy mics" thats default on and sets it at 600, but then if you turn the bool off, its more?
so people with noisy mics can be told to turn the bool on? lol
honestly i dont quite remember how it works since i wrote that nearly half a year ago
thats fair xD
im assuming that's not consistent though right?
eh i think i'd rather just pick a good default in general
i can find out, i havent played with anyone since the new update. ill try some more see what happens
ah if you were taling about the old update then yeah, that's how it used to work
oh no, what i mean was i havent got to played around with the new update much since no one has been online. but what i talked about with the long sentence was in the new update while i was testing other things
Hey actually
Remember that error I sent you in dm before?
I bet you that was related
ok.. so, i see a potential issue, which may explain why things get cut off.
i just recorded a long sound.. it recorded.. as soon as it ended.. the same clip got repeated off rip by the same masked.. lol so if it was longer... maybe thats an issue? so its cut it off?
virus isn't getting any errors tho
nope.
thats why i dont really have any leads
Weirdddd
i have seen errors LIKE that one
but that was when i was "returning" (exiting the code) in the start event... when my mod thought it was 0 in lenght.. when actually.. it wasnt.
as soon as i disabled the return and let it play.. i didnt get that error anymore.
this could very well be related though but i remember looking at that line and had no clue how that could even error
hm well if any of this is useful from what i saw from some testing, not really thorough tho.
- i cant get masks to speak at all if i dont say anything before spawning them. even if i say stuff after they spawn they wont say anything. however, after i start talking if i spawn them they pick up new voice clips just fine and talk a lot like in previous versions
- it does seem like pretty brief pauses do cause cuts, so i guess i got a fluke with what i said earlier. but i do get them to say more than 2 or 3 words like someone said, usually pretty normal length sentences. i do talk fairly fast so maybe thats why i can get longer sentences idk
for 2. i think maybe i'll just try setting the cutoff time to 2 seconds instead of 600ms
for 1. i still have no idea how to fix that since you guys aren't getting any errors
i think for 1 there's something i'll try, but i have no idea if it'll fix it or not
changing the cutoff time should help for sure. I'm getting really short and cutoff clips rn and 2 seconds should be a lot more convincing
good luck!
the point about "bad microphones" maybe an issue though, we shall see i guess. lol
oh, my mic is horrible, but before I was getting full clips without much word cuttoff
now every other word is getting cut off
fair xD
hm you may be onto something with mic quality. my mic is alright, not terrible but not great. i dont notice skipping words in the middle of a sentence, but it does skip the first few words in a sentence occasionally
if it's skipping the first few words, that's not good...
if that's a consistent issue im just gonna revert lmao
if it's cutting off early like what was described earlier, then that's something i can change
but if the initial words are cutting off, that's just not good at all and i have no clue why that'd happen
quite frankly that's never happened to me when testing v2 (since the silero vad code was taken directly from v2)
so i'm surprised this kind of issue is even happening
but also makes me glad i dropped v2 since an update as small as this still requires fixing
it doesnt cut off my early words unless they are super quiet, i think thats just a microphone not being picked up early enough issue
ah yeah maybe silero vad doesnt think it's proper voice data
mine it is normal talking not quiet and they are cutting off.
im pretty sure its this for my mic
its really not super consistent so i dont think its something major
probably just my janky mic
question: if I configure the Mirage.Enemies all players needs to do the same? or only the host?
is the same for Mirage.General entries?
also, I can't seem to find the SpawnOnPlayerDeath config, it was removed?
for anyone else with the same question:
Zombies - SpawnOnPlayerDeath has been removed, and this mod covers that functionality, plus more! Use this if you want players to revive as a zombie.
only the host needs to set them, it's synced to clients automatically
same with Mirage.General.cfg
thanks!, also, in which folder are the recodings being saved?
inside the lethal company folder, there should be a Mirage/Recording folder
nah it's just in the base game folder
but it seems like after closing the game the recordings are deleted
since there is no Recordings folder inside Mirage/
i have just a settings.json with: {"localPlayerVolume":1.0,"neverDeleteRecordings":true}
so even with neverDeleteRecordings it's still being deleted huh
i'll have to double check it later
if the setting is false, they are deleted?
yeah that's the expectation at least
and if it's set to true it should never delete anything
so if it's set to true and it's still being deleted, that's a bug
oh yeah sure
btw anyone who's interested in walkie talkie integration, check out #1240985198485573743, the update is finally out that support mirage
walkie talkie?
roger wilko charlie foxtrot.
(sorry, im not in the army, but i beleive thats lingo they use on walkie talkies, lmao)
virus123, this is sashi456 coming in.
sierra. kilo. india. bravo. india. delta. india.
over..
SKIBIDI
ok yeal
yeah
thatโs so random. why r u randomly saying this out of nowhere.
sagey brainrot moment smh my head
all the first letters combined is skibidi
military code works like that
๐ก
lmao never knew that
Dude is a troll, I blocked him ages ago tbh
bruuuhhhh you're uncool bruh
whaddid i even do?
like you're just-- nvm
If you really must know it was back when you kept shit posting in like every mod thread
you have no bio you can't be talking
๐ซข
Lets not start a shit post fest in here. Your statement is also false too as Lunxara has a pretty good bio set up and looks like they put a lot of effort into.
But anyways this thread is for Mirage and the Dev and feedback for their mod. Spiraling off topic is highly disrespectful so please keep it related to Mirage please.
Think we all agree old brain rot is way better then the new ones
But could continue that in #general-chat
:)
so, I was asking, what's the walkie talkie integration, I don't understand
best explanation is here
#1240985198485573743 message
tyy
sorry, i totally set up sagey with my military code. 
๐ you only replied to what I wrote (just saying)
So i'm having a new issue with Mirage i can't fix. the Cfg files won't show up even after loading some matches they wont generate, is there anyway i can get them to?
i think the last time someone mentioned this, it was just that the configs don't show up on LethalConfig. are you sure the configs aren't showing up on your mod manager?
Enemies will say their voice line twice when the pitch is set high on their audio source
Aha so it is an issue with RandomEnemiesSize
I thought so
@deft cape
Either RandomEnemiesSize or Mirage
it was both, i don't see it in either
are you sure it's from setting the pitch? setting the pitch always worked with mirage in the past versions, and it just doesnt make sense that pitch can cause that
almost definitely is due to an error occuring during startup then. can you post your logs?
The pitch was being set from the RandomEnemiesSize mod
but the repeating issue shouldnt be caused by that
i still have no idea how to even approach that issue yet since i dont know the exact trigger
but im 99% sure it's not from setting the pitch
i had repeating when i did the code in my mod wrong, it was related to the received events being cut short, or the start occuring twice or something (my dumb edits to your code), once i rectified it, it went away though, havent seen anything like that otherwise... (ie, only due to my dumb code while testing/fixing xD)
@deft cape I was watching some Twitch streamers play today and they consistently had Masked Player Enemies repeating their voice lines twice. The Masked Player Enemies were tiny from the RandomEnemiesSize mod and their voice pitch was high. This is the modpack they were using 019254ea-0f08-1f1b-3aee-2f435519b717
i don't think it's actually from the pitch setting, it's most likely just a coincidence
AFAIK from what lunxara described, if the issue starts happening, it doesn't stop until you restart the game
changing the pitch just would never cause a repeating issue like that by itself
I wonder if it's an issue with SilveroVad tbh
i honestly doubt the repeating issue is from your code messing up either. i don't know the exact trigger but it does seem to be a small change to happen
nope
that's for checking the probability of audio containing voice data or not
I wish I knew what caused it, but it seems like it's becoming more and more frequent
Well if you were to do that question
Would you be able to do the F# Garbage Collection optimization changes to the old build and also implement the new stuff for it detecting enemies
Cus the main issue I see with you just reverting it is it defeats the point of the longevity changes you wanted to do
Here's another weird thing I wonder if it could be
So
BarchLib contained a slightly older version of NAudioLame
so the only thing i can change with reverting is keeping the same config + local preferences, and that's about it
What if it's a NAudioLame bug?
Fuuuck I was hoping I big brained it
it's not possible for that to magically repeat audio
i do have ideas on where the issue can be coming from tbh
but i just don't have time for quite awhile to debug anything
and it's starting to not seem worth it to keep this update
i mean if there was a for-sure way for me to replicate it should be easy to fix
I don't think the issue is major tbh, just something that needs fixed when you can fix it
but every time i loaded your pack, i could never replicate the issue
oh nice in that case i'll keep it up for now unless there's a lot more reports coming in
It seems to only happen sometimes after playing for a while tbh
if you ever somehow figure out a reliable way of replicating the issue that'd be insanely helpful
but since it happens rarely
does seem hard to test for
and I've noticed it usually happens to the host's voice, which is why I think it could be from when it's recording when that small freeze happens when the game saves
next time it happens
But idk for sure
can you actually go into your recordings folder
and open up each of the voices
and just see if it doubles in there
cuz if it's like that, that would at least confirm it's a recording problem
I tried that but there was so many to sort though lol
Yeah it records a lot
sometimes it records lines that are like 2s long XD
I could see if it has that
actually i dont really think the recordings can duplicate after looking at the hook i wrote for recording the mic
so it most likely has to deal with the area where i do the voice playback
@solemn ridge do u still have a clip of when the voices were repeating
just so i can get a better understanding of how the timing between the voices is like
I don't have a clip but you can probably find it in one of my recent vods somewhere happening
I can try to find it later possibly
yeah if you can find one that'd be awesome
just wanna see if it maybe has to do with my sleep delays
since ppl have issues with the config erroring, maybe it's related to that
That's possible, I still see the errors about syncing after all
yea thats where im thinking of looking at, and just seeing how the repeated voices sound could help me guess if it is that or not
I'm thinking since pitch increases speed of a voiceline being played, something in your play audio function just looped the audio from a delay you set? No idea though
Oh no I was just saying I've seen that and it was related to samples being missing or something in my case. But since i fixed my code, it's not happened (and I did a lot of testing with your latest version)
Can view by details, and add column for date modified? I think it's just a folder settings issue if you can't (but I didn't try, just I did see the columns were diff)
Oh also, this may not be possible in windows 11, but defo should be in 7/10 xD
tfw windows going backwards in features ๐
didn't know it also affects the speed of it being played, but just checked in game, it's definitely not pitch
i just went into a game and changed the pitch as a test and it's not repeating the voiceline
so as i thought it's unrelated
did it? i only use windows 11 for work so wasnt sure xD
oh i was just saying based off what you said, if it might not be possible on windows 11 ๐
comically.. fun.. mostly unknown fact.. all versions of windows are just WindowsNT reskinned.. and now MS regrets that so are stripping away all the old amazing features to scrub it clean (i think)
actually never knew that ๐ค
yeah, so like, control panel does EVERYTHING, but has existed forever.. so as they try to modernize windows, and move away from the CP, they junking a lot of functions, lol
Ye higher pitch is done by making stuff closer together I think? Resulting in smaller audioclips
By stuff I mean samples probably
yeah i get what u mean
@deft cape could I ask you where you remove the masks in your code?
I'm noticing that masks I spawn through imperium have their masks removed just fine, while masked spawned from Zombies still have the mask on with mirage's mask removal, though GI's removal still works on them
does imperium also have an option to remove the mask texture? it could be a difference on when the patch is run
I tried with and without imperium, same issue
yeah I'm confused
cause the arms out config is working fine
yeah not sure, i don't really see why it wouldn't work ๐ฆ
I'll see about adding a workaround on my end, cause it's just... really strange
yours doesn't work on the zombies, GI's does, and yet your other masked config options are working so it's just ???
and regular masked are fine
there's no error going on during MaskedPlayerEnemy.Start is there
since the only thing i can think of that'd cause my patch to not run is if there's an error b4 that
top spawn is zombie, bottom spawn is imperium spawn
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!
[Info : Imperium] - SPENT IN VISUALIZATION: 0
[Debug : Zombies] Added Player to Zombie List
[Info : Unity Log] Got network object for mask enemy
[Message: Zombies] Received Mask Server Zombies.Scripts.ZombieSpawnInfo
[Message: Zombies] Received Client, Unity.Netcode.NetworkObjectReference
[Debug : Zombies] Entered Spawn Coroutine
[Debug : Zombies] Wake Tick Complete!
[Info :qwbarch.Mirage] MaskedPlayerEnemy(2ede1d2d-a74c-46a6-b6ed-78536699df63) - Mimicking player #1
[Debug : Zombies] Spawn Coroutine Found Netobj
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Warning: Unity Log] Setting linear velocity of a kinematic body is not supported.
[Info : Unity Log] clip index: 0; current planet: 41 Experimentation
[Info : Unity Log] Current outside ambience clips length: 5
[Info : Imperium] [NET] Client sends SpawnEntity data to server.
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!
[Info : Imperium] [NET] Server sends NetworkLog data to clients.
[Info : Imperium] [NET] Server sends ObjectsChanged event to clients.
[Info : Imperium] REFRESH : 55
[Info : Imperium] - SPENT IN VISUALIZATION: 0
[Info : Imperium] TOTAL REFRESH : 56
[Info :qwbarch.Mirage] MaskedPlayerEnemy(cfed0455-fda2-426f-ab99-e3de580f5378) - Mimicking player #0
[Info : Unity Log] Play time of day sfx```
only debug disabled on console
trying again with debug on
and nothing unexpected there either
....oh
I see why
"gee wouldn't it be a nice detail to have the mask the zombies have be a tragedy mask"
line doesn't even work
causes issues
yep that was the issue
sorry for buggin ya
oh nice, idk what this even means but glad you found the issue
there's a setmask function in MaskedPlayerEnemy
but something was either overwriting what I was doing or the tragedy variant is also a comedy mask
ohhh
Hi!
Not to be annoying or anything, but since this last update, the mimic now cuts off the voice and makes it incomprehensible instead of full sentences.
Spookoxide, I donโt think ther
I see wha
I don't und
yeah so about that, it's most likely due to my usage with SileroVAD
right now if it detects around 600ms of silence (silence includes background noise, basically anytime you're not talking), it'll cut the recording off
i'll try and increase it to like 2 seconds or something
yeah
i'll maybe recompile it tonight but
will need ppl to help test it for me, but it won't be on thunderstore so it'll have to be locally imported
got it, thx
can try do that
bet ill ping u later when i have it compiled, thx
can't confirm tho :,]
Why not just make it a config?
wdym by confirming, like if the changes fixes it or not?
cuz it should be at a good default to begin with
nono, I mean, can't confirm if I'll be able to test it today
Yeah but just incase u get shy gamers like me and hamunii
ah all good
why would 2s not be good in that case
We might be too busy thinking about F# while playing to talk to eachother
Maybe needs to be higher
๐คช
Irunno
so uh, masked being invisible might be related to the bracken dragging the body away.. xD
(cause i know someone reported it as a mirage issue and various other causes before, but i just witnessed myself spawn invisible after a bracken took my body)
are there any known compatibility issues that might cause Mirage to have issues recording player audio clips? I installed a bunch of bugfix/performance mods today but noticed that the mimics weren't saying anything anymore
I'm not asking for a fix, since I'll probably just try and figure out which one it was on my own... but it would also be sick if someone might already know hahaha
I have all defaults in my config if that's a concern
I know I saw some null reference errors in my log around mimic patches from butteryfixes but it only happened once so I'm not convinced it's related
also I don't know for certain that it wasn't recording anything, I just know I wasn't hearing anything and I saw some "PlayOneShot was called with a null AudioClip." spam in my log after a mimic was spawned and set up (that could also be a coincidence though)
i think others have reported masked being invisible as soon as they come outofa ventas well, although pretty sure thats a vanilla bug
not sure why it'd stop recording completely. could you double check if the recordings folder is empty (while you're spekaing in game)?
folder is located inside your lethal company folder -> Mirage -> Recording
def a coincidence, mirage never calls PlayOneShot
PlayOneShot thing is probably Spike Traps since it logs that every time one slams down
oh that totally makes sense
that's a good check! Let me grab it for you next time (if I notice this again), I think my logs have already rolled over by now
I've restarted the game a couple times since then sadly 
sounds good, ping me when u msg since i might miss it otherwise
no worries
yeah sounds good!! thanks for listening!
yeah im saying it is a vanilla bug, i just saw myself become an invisible masked, lmao
i could've sworn someone here mentioned there being an error when exiting to the menu, except that it seemed harmless.
anyone remember a message like that? trying to find the log for it since i'm taking a quick look at fixing some bugs rn
I sent you the errors before, if I'm correct they throw either when going to main menu or when going to main menu and then reloading the lobby
Might be when reloading the lobby
ah it's probably in dms then
gonna check there
if anyone could try and test this out that'd be helpful: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
trying to get rid of a couple errors (which should he harmless anyways but might as well get rid of them)
as well as bumped the min silence duration from 600ms -> 2s
so that shouldn't cut off recordings as fast anymore
this experimental update is completely untested so idk if there'll be issues though, just saying
Hey, I have a problem with this mod. The thing is that together with Mirage I have to download LethalSettings
when I want to remove it, I also have to remove Mirage ๐ญ
im not a huge fan of the new configs either but LethalSettings causes absolutely no issues so just keep it and deal with it
its intended to go with Mirage
Yeah settings mods should never be hard dependencies.
You can remove mods without removing the dependency though