#Mirage

1 messages ยท Page 26 of 1

deft cape
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i might've baited myself cuz i ran it with MirageCoreExperimental

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but we'll have to see after u confirm

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ive been installing moroxide's modpack the whole time

solemn ridge
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@deft cape Confirmed

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it's MirageCore

hollow violet
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no crash with default mods ๐Ÿ‘€

deft cape
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HOLY SHIT

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@solemn ridge BEST DETECTIVE

thick venture
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we might be winning holy shit

solemn ridge
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I knew it

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Lol

deft cape
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THANK U ALL FOR NOT GIVING UP ON THE SEARCH LMAOO

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CUZ I WAS READY

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was legit about to reupload

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now i just need to see whats missing that it needs

thick venture
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that makes debugging so much easier

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gonna test it out on my end too just in case

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but its downloading real slow rn LOL

solemn ridge
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I had a feeling cus I've been testing the new update for days and it was fine

deft cape
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yknow what fuck it i dont even wanna find which dlls to keep for miragecore

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i'll just copy the exact same as experimental's

solemn ridge
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Yeah

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Do that

deft cape
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so i dont have to find out it still crashes

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yeee

thick venture
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wait

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was

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staticnetcodelib replaced

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or removed intentionally

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because I see it as a dependency on the experimental one but not final

deft cape
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removed intentionally

thick venture
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alr alr

deft cape
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that was only used for v2

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but i deleted 99% of the code for that and it wasnt needed anymore so yea

hollow violet
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gunna assume the same for odinserializer?

deft cape
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remember to delete barchlib if you guys havent

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i forgot to mention that as well

thick venture
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yep

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experimental works well

deft cape
thick venture
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no crashes ๐Ÿ˜ญ

thick venture
deft cape
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if no other mods depend on it u def can remove it

deft cape
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i can sleep well tonight

hollow violet
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Rollercoaster of emotions in mod-releases tonight

thick venture
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fr LMAO

deft cape
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๐Ÿคฃ

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did more shit happen in other mods LOL

thick venture
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literally went from its so over to its so back ๐Ÿ˜ญ

deft cape
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LMAOOOOO

sturdy python
deft cape
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frfr

sturdy python
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Definitely would've cried

deft cape
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๐Ÿ˜ญ

thick venture
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yeah disabled staticnetlib and odinserializer and still works

sturdy python
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Esp. if no configs for specific modded enemies โœŠ๐Ÿ˜”

eternal bridge
thick venture
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what changed between the last experimental build and stable

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SOMETHING did ๐Ÿ˜ญ

deft cape
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for MirageCore? i just removed some dlls that i thought werent needed

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im gonna download experimental rn and change the manifest to reupload so it at least works

thick venture
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so if thats all that changed

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I'm gonna delete dlls until it breaks ๐Ÿ˜Š

deft cape
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for MirageCore? nah all good im just gonna keep them there just in case

thick venture
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LOL fair

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I'm just doing it out of curiosity now

deft cape
deft cape
solemn ridge
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@deft cape Just hope you can fix the recordings doing the repeating thing on lobby reloads :3

deft cape
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oh right

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i'll do that tonight

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im pretty sure i know why it's happening

solemn ridge
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Yeah the first time it plays before the repeat is also crunchy

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it's funny

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XD

deft cape
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alright pushed an update that just bumps the recommended MirageCore version to 1.0.1

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as soon as MirageCore gets approved things should hopefully be fine

solemn ridge
thick venture
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@deft cape interestingly enough

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I removed all of the DLLs that weren't in the main miragecore file

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and it still worked

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what I do notice though is a slight file size change, this is miragecore 1.0.0

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and this is experimental with the extra files deleted

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mainly with FSharpPlus.dll

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so something changed there LOL

deft cape
deft cape
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sounds like ur right on that tho, it's probably a version mismatch issue

thick venture
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mmmm alr

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as long as it works now though we good

deft cape
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yeee

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now i just gotta figure out the bug lunxara mentioned and that should be it

thick venture
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oh also

deft cape
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thanks for looking into the issue yall ๐Ÿฅบ

thick venture
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not sure if you'd know this but while I'm here what's the difference between these two

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because with the latest update I'll be running both of them LMAO

hollow violet
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Almost certain that if you use one, you disable the other. Not both at the same time. TIL

oblique galleon
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they're compatible together

deft cape
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AutoHookGen is just a more developer friendly version of the other

sturdy python
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one's slightly cooler

deft cape
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like xu said u can use both

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if u really wanna disable one, disable the HookGenPatcher

thick venture
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alr alr good to know, thanks LOL

deft cape
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but leaving them is fine, it wont change much

thick venture
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now time to update my modpack with new mirage โ€ผ๏ธ

deft cape
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๐Ÿ”ฅ

thick venture
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if we find anything else tonight I'll post it there but based off lunxara not encountering any should be good

deft cape
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sounds good!

high cove
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is mirage not working for anyone else

clever knot
raven cipher
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the latest update is the one that adds miragecore? cause it's crashing my game

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or maybe one of its dependancies

thick venture
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make sure that you're on miragecore 1.0.1

raven cipher
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miragecore just vanished

dusky smelt
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The new update that says it fixed the crash didn't btw

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I'm rolling back to 1.8.1, it crashes every time I try and host

raven cipher
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wait i think it got fixed

dusky smelt
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Let me try then

thin sonnet
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I'm back

thin sonnet
thick venture
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mhm

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the issue was with miragecore

dusky smelt
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Well, trying to reinstall the mod leaves out MirageCore now so I can't try the new version lol

thick venture
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you might need to wait for it to re-appear on the launcher

dusky smelt
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MirageCore is also missing from the r2modman online search

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Ah that's probably it then

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Rip

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How long does it take for r2modman to repopulate?

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restarted launcher a bunch, didn't help

nova star
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It can take a bit for the Thunderstore API to catch up

solemn ridge
solemn ridge
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and install it

rough tiger
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you can enable deprecated mods in filter categories

solemn ridge
dusky smelt
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Thank you!

solemn ridge
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Mhm

thin sonnet
thin sonnet
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it needs to be accepted by the mods

solemn ridge
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API just needs to be updated

dusky smelt
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ayooo the experimental works, crashes stopped

thin sonnet
dusky smelt
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๐Ÿ™ thanks all, sm

solemn ridge
solemn ridge
deft cape
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huh im surprised MirageCore isnt available by now since 753 approved it for awhile now

glass oasis
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It just now appeared in r2modman for me.

solemn ridge
rain mountain
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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

deft cape
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probably not soley because if if the mod is stable, i won't be touching it anymore

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although people are free to make a PR for an update like that of course

deft cape
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@solemn ridge hm im not able to reproduce the issue you mentioned

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i tried takling to record, exiting to the main menu, and then hosting a new game

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voices sound the same

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tried recording a new voice and it's still the same as well

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im not running into duplicates

solemn ridge
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You could test with my pack

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01923650-37a7-98ce-ee01-390a586fc14e

deft cape
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ur pack takes way too long to load

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i dont think it's a mirage specific issue at least

solemn ridge
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Just disable the moons

deft cape
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idk which ones are moons

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im not familiar with mods anymore ๐Ÿ˜ญ

solemn ridge
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Very bottom of the list

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Has moons and Interiors

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If you import it into Gale at least

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Dunno about R2

deft cape
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yea i dont think r2 sorts like that

solemn ridge
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Anyways disable Lethal Resonance and disable some moons and interiors it should help

deft cape
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yea so for mirage itself i just restarted another lobby (2 lobby resets) and it's still fine

solemn ridge
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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

solemn ridge
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XD

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That's SoundAPI's fault

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for having Multithreading be broken

thin sonnet
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I know

thin sonnet
solemn ridge
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@upbeat compass bls update SoundAPI

solemn ridge
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Could it be an interaction with something like ToggleMute?

deft cape
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dont think so

solemn ridge
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I was thinking it might just be an interaction with one of the mods that affects voice stuff

deft cape
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i thought i knew what it might be coming from but the problem is i cant even replicate it

solemn ridge
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Huh

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What if

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RandomEnemiesSize is causing it?

deft cape
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nah

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most likely not

solemn ridge
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Maybe cus of this?

deft cape
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nah that only affects the pitch

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it's a value they set on an audiosource

solemn ridge
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So it might not be an interaction but a bug with non-masked

deft cape
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i wonder if it has duplicate components attached then

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ill go double check that

solemn ridge
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Yeah that could be it

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Cus it happens most commonly with dogs

deft cape
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hm

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looking at the patch

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it's very possible that's the problem

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i probably didnt hear duplicates earlier bcuz it was just playing too closely together

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probably more noticable when playing with others

solemn ridge
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Probably yeah

deft cape
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gonna double check this with unity explorer

solemn ridge
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๐Ÿ‘

deft cape
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would be so funny if this is actually the issue

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u basically just solved two major things

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that i would've dropped support for if it took too much effort

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๐Ÿ’€

solemn ridge
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Hehe

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I'm professional Mirage tester

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Where's my badge?

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XD

deft cape
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take my virtual cookie

solemn ridge
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๐Ÿคญ

deft cape
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ah dang i spoke too soon, it's not duplicate components

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gonna go back to trying to run ur modpack then

solemn ridge
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Yeah cus UnityExplorer might still show something lol

solemn ridge
deft cape
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i doubt it, it's probably just a bug that's kinda hard to replicate

solemn ridge
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Probably

deft cape
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but yeah i just tried your modpack

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can't replicate the issue still

solemn ridge
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Wonder if it's when some check of some sort fails, like a small edge case

deft cape
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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

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no clue ๐Ÿ˜”

solemn ridge
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Since it's only non-masked I'll just change the delay for them

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Cus it could just be something odd with that, or an interaction with pitch being affected idk

deft cape
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nah definitely not from pitch

solemn ridge
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It's not possible for SoundAPI to maybe sometimes affect it is it?

deft cape
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dont think so

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do u remember which enemies specifically bugged with it? cuz it's fine when i test it with dogs

solemn ridge
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I would say if it's the case it might do it, cus it's caused the cruiser radio to bug out before

solemn ridge
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Outside enemies there were dogs and a CoilHead

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They all did it

deft cape
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ill try going on that moon just in case

solemn ridge
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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

deft cape
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nah ive looked at that b4, it looks like just some simple settings changes for dissonance

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and mirage doesn't use dissonance, other than recording the mic

solemn ridge
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Got you

deft cape
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yea even on praetor

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i can't reproduce the issue

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dont really think i can fix this :(

solemn ridge
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Yeah I think it may be an iteraction then

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That might appear mostly in Multiplayer

deft cape
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if you ever find out a way to reproduce the error i can take a look one day

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but i'm def gonna be more busy so

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im not even sure when i'd look at it if so

solemn ridge
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I've only ever heard it with my own voice

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Is it cus I turned down the local volume?

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Cus if so that might make sense

deft cape
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nah

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volume 100% wouldnt be it

solemn ridge
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๐Ÿค”

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Actually I wonder, what if it's sometimes an interaction with LethalElements?

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LethalElements has caused weird issues in the past cus of the stuff it does for voice stuff for Solar Flare

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@deft cape can you see if you repro it during Solar Flare weather, or if voice lines recorded during Solar Flare do it

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Cus if so that would make some sense for sure

deft cape
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im not even sure how to force weathers ๐Ÿ’€

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gonna have to see in a bit later

nova star
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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.

solemn ridge
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I just dunno what

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Maybe it's FacilityMeltdown? Since I don't use it lol

nova star
deft cape
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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

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so id rather keep it as is still

solemn ridge
solemn ridge
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It should look like this though when you fix it

deft cape
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so i might be able to switch to it

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@rain mountain

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will have to see though if it has all the functionality

rain mountain
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oh, sick

solemn ridge
deft cape
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@solemn ridge hopefully the issue is just rare

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with the duplication thing

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considering you were able to play just fine for a couple days already

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realistically unless i can get an in-depth way to replicate the issue on my end it's probably never getting fixed :(

solemn ridge
deft cape
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nah

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StaticNetcodeLib wasnt in use

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and it doesnt work like that anyways

solemn ridge
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It's used for RandomEnemiesSize

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lol

deft cape
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even then it's unrelated

solemn ridge
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Got you

nova star
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I believe FacilityMeltdown utilizes this functionality within lethal config. They are seperate files, but show up as one in LethalConfig.

solemn ridge
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Oh nice

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Yeah @deft cape Looks like you may be able to remove LethalSettings

deft cape
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i dont really need that anyways, im just trying to have it edit my own arbitrary save that's not a config

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yea

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wasnt aware of that existing cuz i remember looking b4, but i could've just missed it

dawn cloud
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why so many dependices now lol

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its like 7+

deft cape
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autohookgen needed cuz monomod

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lethalsettings needed so i can modify my own arbitrary files to avoid syncinc a config for it

dawn cloud
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alr bet

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also is the mod in stable condition

deft cape
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it's stable in lunxara's streams

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fyi this isn't the v2 update though, idk if you saw my msg about dropping it

gusty oasis
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so many more mods to download with this new update

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are they all absolutely necessary

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lol i did not look at the messages above me my b

deft cape
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yes they are

gusty oasis
deft cape
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@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

deft cape
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or it'll crash

gusty oasis
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ok

deft cape
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it's not about configs syncing, it's to allow modifying the preferences ive set

deft cape
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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

frail parrot
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is there a way to disable lethalsettings? keeps crashing and causing errors in other mods

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ope just seen thats already been brought up my b

solemn ridge
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I've had no issues with it in my pack

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But tbh I wonder now if that's why some mods like ProtectConductiveItems aren't working properly

deft cape
frail parrot
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yeah

deft cape
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can you send your modpack @frail parrot

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just gonna take a quick look

solemn ridge
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I just wonder what mod is commonly being used that might be causing issues with LethalSettings

frail parrot
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yeah no problem one sec, file or code?

deft cape
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code

frail parrot
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019236a9-892d-edee-e230-36acc5e393fc

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my suit rack was the only thing IN game I noticed right off the bat

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an uninstall and reinstall seems to have fixed the issue so I guess problem solved lol

deft cape
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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

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@frail parrot just to let u know why lethalsettings is erroring for u ^

deft cape
frail parrot
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oh cool beans thanks for the heads up!

nova star
deft cape
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ah that's why

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just wait till bongo pushes out an update

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it should be good after that

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oh you don't?

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im guessing u mistyped just now ๐Ÿ˜‚

nova star
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lol. Woops.

deft cape
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but yeah for anyone who has facility meltdown, just wait till bongo updates and it should be fixed after

nova star
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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.

deft cape
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i doubt that, unless zeekers completely changes things and requires mirage to do a major revamp

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the way i have it setup should be pretty future proof

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if new enemies get added i don't need to update the mod for example

solemn ridge
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@upbeat compass Now fix SoundAPI bls, we need fixed Multi-Threading ๐Ÿฅบ

upbeat compass
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no

deft cape
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bongo boutta throw bricks ๐Ÿ˜”

solemn ridge
nova star
tepid condor
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So does this mod do the walkys that I hear of, or does lethal intelligence do it? I would assume the 2nd one

deft cape
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lethalintelligence does, although virus is still working on that feature actually

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i just worded it like it was ready in my README cuz i wasnt planning on doing any more updates

ionic shoal
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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

tepid condor
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Bet hyped to see the 2 mods working together

tepid condor
deft cape
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haha thanks ๐Ÿ˜‚

idle tundra
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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

solemn ridge
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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

idle tundra
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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)

solemn ridge
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Luckily dependencies are small so they don't really add to boot times

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lol

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For me it didn't add much, maybe only like 3 dependencies

idle tundra
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yeah for sure I thought that too, just you know those people always crying in unofficial LC server about huge modlists xD

solemn ridge
oblique galleon
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It's called future proofing

solemn ridge
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True

ionic shoal
ionic shoal
# deft cape lethalintelligence does, although virus is still working on that feature actuall...

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)

next solar
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can you disable lethalsettings and still use mirage or is it required?

ionic shoal
next solar
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damn that sucks

fervent moss
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Game will crash without it

next solar
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is the config file gone too

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I cant find it

deft cape
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it's Mirage.General.cfg and Mirage.Enemies.cfg

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you'll need to host a game at least once since the enemies config gets generated at runtime

deft cape
#

if you're fine with a somewhat scuffed solution, what i did was just sleep for the audio's duration

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so i'd AudioSource.Play() and then sleep(audio.lengthMs), and that's when i resume doing whatever i needed to do

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if this works with you i can update the AudioStartEvent to also include the duration of the audio

ionic shoal
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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. ๐Ÿ™‚

hot ferry
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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?

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And Im assuming I should disable (but keep installed?) HookGenPatcher if I'm using this since it requires AutoHookGenPatcher

deft cape
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no they don't conflict

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AutoHookGen is fine with HookGen as well

deft cape
#

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

clever knot
#

So if I understand correctly there's no way of sharing that setting when sending a profile code?

deft cape
#

yes that's intentional, since it's a personal preference type of thing

ionic shoal
# deft cape polling isn't the best option for sure (it rarely is for situations like this) s...

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)

deft cape
#

yeah in that case a scuffed sleep for the audio duration sounds good enough

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so i'll add an extra parameter to the event later

ionic shoal
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though i guess the event handler is async, so nvm xD

deft cape
#

event handler is sync im pretty sure isnt it? i don't remember setting it to be a task

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in this case you'd probably need to use a coroutine

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also i forgot but you can actually calculate the audio length yourself so i don't need to update the mod

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audioLength = lengthSamples / sampleRate / channels * 1000.0
clever knot
deft cape
#

that's fair

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i'm not really sure what the proper solution for that would be though

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reason why i always hated it being synced

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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

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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

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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

ionic shoal
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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.

deft cape
#

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)

hot ferry
deft cape
#

yeah don't need to

onyx summit
#

@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.

umbral maple
onyx summit
#

Not gonna lie kind of bummed about it. Was fine as a config option but I'll look into this I guess.

sturdy python
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another victim not reading changelogs โœŠ๐Ÿ˜”

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Guess it's a why and not a where

onyx summit
sturdy python
#

yeah

deft cape
#

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

granite musk
#

didnt read the changelog and i got attacked by bunch of other dependency ๐Ÿ˜‚

deft cape
#

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

clever knot
solemn ridge
#

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

solemn ridge
deft cape
#

was always a soft dep, i just didn't have it in my v2 code so i forgot about it during the rewrite release

solemn ridge
#

Fair

deft cape
#

so in v1.9.x it wasn't supporting it basically

solemn ridge
#

It's honestly such a horrendously mid mod

deft cape
#

it's had bugs but it doesn't mean it's a bad mod

solemn ridge
#

Yeah that's why I said horrendously mid

#

It's not bad but it's also not essential

deft cape
#

it's not targetted for ppl with specific modpacks anyways

#

it's more-so for public lobbies

solemn ridge
#

Ye

deft cape
#

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 ๐Ÿ˜›

solemn ridge
#

ye

amber grove
#

v2 isnt abandoned is it? I know you said development was gonna be slow, not sure if I missed something else

granite musk
#

they gonna be busy

#

IRL stuff

amber grove
#

Ah I see. I get it though, schoolโ€™s important

#

Maybe someone else can fork it and/or continue the project

solemn ridge
#

The main problem would be that it just wouldn't work depending on hardware

dawn cloud
#

Alr bet

#

Also what were the extra compsyabilties with lethal intelligence

ionic shoal
dawn cloud
#

oh niceee

ionic shoal
#

yes.. when i get it working 100% xD

trying to finish it today. but we shall see.

regal sandal
ionic shoal
regal sandal
#

No

ionic shoal
#

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.

torpid pecan
#

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.

deft cape
deft cape
regal sandal
#

I have lethal intelligence and diversity

regal sandal
#

And a lot others but those are the ones that might mess with that

deft cape
#

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

ionic shoal
#

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.

rough tiger
#

theyre on by default

wind crown
#

so there isnt an option anymore for how long the recordings should be saved?

ionic shoal
#

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.

wind crown
#

@deft cape #1200695291972685926 message ?

deft cape
deft cape
ionic shoal
deft cape
#

nicee u got this ๐Ÿ™

wind crown
deft cape
#

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

ionic shoal
ionic shoal
# deft cape nicee u got this ๐Ÿ™

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 ๐Ÿ™‚

deft cape
#

i dont think turning off walkies would be anythijg for me to do.

what exactly is startTransmissionSfx supposed to be though?

ionic shoal
#

either way i dont understand (yet) what is out of range as its only looping through walkies.

finite lichen
#

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.

deft cape
#

@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)]);
buoyant jacinth
finite lichen
ionic shoal
#

i will look tomorrow anyway

cloud adder
#

in the config editor i'm noticing new configs for this mod, i'm assuming it doesn't use mirage.cfg anymore?

deft cape
cloud adder
#

got it, thanks

onyx summit
#

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.

solemn ridge
#

Gonna diagnose you with skill issue

copper valve
#

Haven't gotten the chance to test it cuz my few friends are slacking lately concern

#

Soon I'll start hopping into random groups from lfg channel

hollow violet
#

Will chime in & say the new one has worked swimmingly with our group in our play sesh. Glad the update managed to work out toiled

deft cape
lofty sorrel
#

@deft cape Quick, call me an asshole

oblique galleon
#

asshole

deft cape
lofty sorrel
#

Okay cool it's working as expected, I haven't actually seen anyone making use of the exceptions

deft cape
#

are u testing the auto timeouts thing

lofty sorrel
#

Not really I just wanted to see someone use one of the words that used to be blocked

deft cape
#

ohhh

ionic shoal
# deft cape <@333519150955626518> is the out of bounds error happening every time, or is it ...

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 ๐Ÿ˜„

nova star
ionic shoal
proper path
#

I am also having the masks not speaking. I am running zombies btw, don't know if that is related

solemn ridge
deft cape
#

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

deft cape
#

possibly a mod conflict somewhere then

ionic shoal
#

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.

solemn ridge
#

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

deft cape
ionic shoal
#

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.

ionic shoal
#

i will check to see if there is a log entry before all the imperium spam.

deft cape
#

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

ionic shoal
#

vanilla directory? or in the bepinex folder?

deft cape
#

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

ionic shoal
#

ill have a look, one min

deft cape
#

sounds good

ionic shoal
#

seems to be working fine now.. ill have a look the next time it happens, see if the folder is missing.

ionic shoal
#

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. ๐Ÿ™‚

deft cape
#

lets gooo good shit

onyx summit
#

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 ๐Ÿค”

plush pivot
#

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.

onyx summit
plush pivot
#

Ok

#

Not a big deal masked are still fun

light jacinth
#

pretty sure itโ€™s client sided

#

itโ€™s purely visual so i donโ€™t see why itโ€™d 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

plush pivot
#

Hmmm maybe ill just try it out and see what happens

onyx summit
#

yeah never hurts to test it out.

light jacinth
#

@deft cape can host have their masks look different from other clients without issue?
or will host config sync and override clientsโ€™?

deft cape
#

oh it's synced, pretty sure i've always had it synced as well

light jacinth
#

oh

light jacinth
woven matrix
#

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.

light jacinth
woven matrix
#

the spawnrates

#

and visually because none of the changes stuck

light jacinth
#

what do u have ur mirage config spawn rates set at?

woven matrix
#

but i set overide to false?

light jacinth
#

hmm override should be working
but i honestly havenโ€™t 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 mirageโ€™s spawn rates

woven matrix
#

yeah none of the changes stuck at all

light jacinth
#

@deft cape sorry to ping again. but apparently captain smiley is having issues with overriding mirageโ€™s spawn rates. theyโ€™ve set it to false, but is still getting high mask spawn rates.. (all the time)

light jacinth
woven matrix
#

it may have been spawn curve

deft cape
#

@woven matrix can you send your config so i can take a look just in case

woven matrix
#

so did more trouble shooting and it was the that spawn curve setting

ionic shoal
# light jacinth well i was asking coz skittles wants to hide the mask and arms out, but his frie...

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.

plush pivot
#

Ey its all good

#

I was just curious

#

Its a minor thing really

#

That wouldnโ€™t bother me too much. They could only trick me if I was alone but I do wander off on my own frequently

#

Youโ€™re probably right though. I should just try harder to convince them that we should all play without masks

#

Theyโ€™re not that hard to figure out if theyโ€™re real anyway. You just gotta ask em

ionic shoal
ionic shoal
plush pivot
#

Soooo true

#

I cant remember what mod does it. I think general improvements? But I got rid of the name tags

ionic shoal
#

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

ionic shoal
plush pivot
#

I think masked having the same name plates may also be an option in general improvements. Canโ€™t clearly remember. GI has a lot of features

ionic shoal
plush pivot
#

Yeah it was a lot of work to configure every little thing but it was worth it

#

Itโ€™s the little changes I like the best and there are heaps of them

ionic shoal
# deft cape vanilla directory

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.

deft cape
ionic shoal
#

in imperium, there is a respawn button, thats looks like "refresh" arrows, i meant respawn.

deft cape
#

interesting

#

there weren't any errors im assuming?

ionic shoal
# deft cape odd.. what do you mean by "refreshing" the masked exactly? i'll have to think a ...

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.

deft cape
#

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

#

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

ionic shoal
#

neither is null afaik.

deft cape
#

ah

#

oh well it's

#

fields that i set on my component itself so idk if it's failing somehow

ionic shoal
#

i do see the "mimicking player" log.

deft cape
#

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

ionic shoal
#

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?

deft cape
#

wait mirage is sending you 0 length clips? that shouldn't happen ๐Ÿค”

ionic shoal
#

the calculation reports 0. xD

deft cape
#

oh you mean the length in milliseconds

ionic shoal
#

i tried "returning" from them, it errored,so im now trying muting, when it occurs

deft cape
#

it's probably a really damn short clip then

ionic shoal
#

yes

deft cape
#

unless it's a bug somehow

ionic shoal
#

might be related. i d k

deft cape
#

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

ionic shoal
#

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

deft cape
#

yeah thats super odd

ionic shoal
#

[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

ionic shoal
# deft cape yeah thats super odd

[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.

deft cape
#

are you doing the calculation with ints?

#

you should do it with doubles and then cast it to an int on the final step

ionic shoal
#

well, i was calculating into doubles.. but.. apparantly i had to cast to double before using the variables in the calculation.

deft cape
#

yeahh

ionic shoal
#

i rarely use doubles.

deft cape
#

so you've got that part working at least then? ๐Ÿ‘€

ionic shoal
#

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 :/

deft cape
#

whats the other issue again

ionic shoal
#

sometimes masked not playing audio if you dont speak before they are spawned (thats how i perceive it)

deft cape
#

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?

ionic shoal
#

i dont normally hear voices on other mobs, but i can turn them on to test.

deft cape
#

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

ionic shoal
#

all i know is

masked spawned before speaking = sometimes completely silent (no clips played)
speaking now...
respawn same masked = they now speak fine

ionic shoal
#

but im guessing any masked spawned BEFORE i speak is potentially bugging out.

deft cape
#

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

deft cape
ionic shoal
#

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

onyx summit
#

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 ๐Ÿ˜†

deft cape
#

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

ionic shoal
deft cape
#

๐Ÿ˜‚

ionic shoal
#

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..

onyx summit
#

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.

ionic shoal
#

^ btw apologies for the really silly words i said.. i say all sorts of crap when testing. lmao

onyx summit
ionic shoal
ionic shoal
onyx summit
#

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.

ionic shoal
onyx summit
#

So the issue is on timing of spawned masks.

ionic shoal
#

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."

onyx summit
#

If a player hasn't spoke then that's why their mimics aren't talking.

onyx summit
ionic shoal
#

its long, no? xD

onyx summit
#

True

#

But what you discovered answer our biggest issue. Which is mimics just not talking.

#

Well maybe not completely hmm ๐Ÿค”

ionic shoal
#

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

deft cape
#

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

deft cape
ionic shoal
#

i have no qualms with how it is now.

ionic shoal
deft cape
#

nah def not

ionic shoal
#

hmm, then i dont know then. xD

deft cape
#

yeah no clue ๐Ÿ˜ญ

#

i guess if it's not big enough to matter i'll leave it for now tho unless more ppl complain

ionic shoal
#

thinking about the "silence to cut off recording", so if there is half a second between words.. = it stops recording?

#

600ms even.

deft cape
#

something like that

#

what would u guys recommend

rough tiger
#

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

ionic shoal
#

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

deft cape
#

honestly i dont quite remember how it works since i wrote that nearly half a year ago

deft cape
deft cape
rough tiger
#

i can find out, i havent played with anyone since the new update. ill try some more see what happens

deft cape
rough tiger
solemn ridge
#

Remember that error I sent you in dm before?

#

I bet you that was related

ionic shoal
#

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?

solemn ridge
#

Do you guys repro this when they don't speak?

deft cape
#

virus isn't getting any errors tho

ionic shoal
#

nope.

deft cape
#

thats why i dont really have any leads

solemn ridge
#

Weirdddd

ionic shoal
#

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.

deft cape
rough tiger
#

hm well if any of this is useful from what i saw from some testing, not really thorough tho.

  1. 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
  2. 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
deft cape
#

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

proper path
#

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

ionic shoal
proper path
#

oh, my mic is horrible, but before I was getting full clips without much word cuttoff

#

now every other word is getting cut off

rough tiger
#

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

deft cape
#

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

ionic shoal
#

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

deft cape
#

ah yeah maybe silero vad doesnt think it's proper voice data

proper path
#

mine it is normal talking not quiet and they are cutting off.

rough tiger
#

its really not super consistent so i dont think its something major

#

probably just my janky mic

worldly raven
#

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?

worldly raven
deft cape
#

same with Mirage.General.cfg

worldly raven
#

thanks!, also, in which folder are the recodings being saved?

deft cape
#

inside the lethal company folder, there should be a Mirage/Recording folder

worldly raven
#

ohh I thought it was relative to the plugin dll

#

I was reading the code xd

deft cape
#

nah it's just in the base game folder

worldly raven
#

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}

deft cape
#

so even with neverDeleteRecordings it's still being deleted huh

#

i'll have to double check it later

worldly raven
#

if the setting is false, they are deleted?

deft cape
#

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

worldly raven
#

ok, reporting it then xd

#

shall I do the honors over a github issue?

deft cape
#

oh yeah sure

#

btw anyone who's interested in walkie talkie integration, check out #1240985198485573743, the update is finally out that support mirage

worldly raven
#

walkie talkie?

ionic shoal
#

(sorry, im not in the army, but i beleive thats lingo they use on walkie talkies, lmao)

light jacinth
#

virus123, this is sashi456 coming in.
sierra. kilo. india. bravo. india. delta. india.
over..

light jacinth
# eternal bridge SKIBIDI

thatโ€™s so random. why r u randomly saying this out of nowhere.
sagey brainrot moment smh my head

eternal bridge
#

military code works like that

#

๐Ÿ˜ก

deft cape
solemn ridge
eternal bridge
#

whaddid i even do?

#

like you're just-- nvm

solemn ridge
eternal bridge
#

๐Ÿซข

onyx summit
# eternal bridge you have no bio you can't be talking

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.

tepid condor
#

Think we all agree old brain rot is way better then the new ones
But could continue that in #general-chat
:)

worldly raven
ionic shoal
worldly raven
#

tyy

light jacinth
#

sorry, i totally set up sagey with my military code. beevil

ionic shoal
woven matrix
#

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?

deft cape
manic acorn
#

Enemies will say their voice line twice when the pitch is set high on their audio source

solemn ridge
#

I thought so

#

@deft cape

manic acorn
#

Either RandomEnemiesSize or Mirage

woven matrix
deft cape
deft cape
manic acorn
deft cape
#

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

ionic shoal
# deft cape but the repeating issue shouldnt be caused by that

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)

manic acorn
#

@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

deft cape
#

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

solemn ridge
deft cape
#

nope

#

that's for checking the probability of audio containing voice data or not

solemn ridge
#

I wish I knew what caused it, but it seems like it's becoming more and more frequent

deft cape
#

it might be time for me to revert this update

#

not worth the headache

solemn ridge
#

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

deft cape
#

no

#

the rewrite is what changed a lot of the allocations

solemn ridge
#

So

#

BarchLib contained a slightly older version of NAudioLame

deft cape
#

so the only thing i can change with reverting is keeping the same config + local preferences, and that's about it

solemn ridge
#

What if it's a NAudioLame bug?

deft cape
#

nope

#

not related

solemn ridge
#

Fuuuck I was hoping I big brained it

deft cape
#

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

solemn ridge
#

I don't think the issue is major tbh, just something that needs fixed when you can fix it

deft cape
#

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

solemn ridge
deft cape
#

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

solemn ridge
#

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

deft cape
#

next time it happens

solemn ridge
#

But idk for sure

deft cape
#

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

solemn ridge
deft cape
#

oof

#

windows explorer should have an option to sort by newest i think

solemn ridge
#

Yeah it records a lot peepoGiggles sometimes it records lines that are like 2s long XD

#

I could see if it has that

deft cape
#

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

solemn ridge
#

I can try to find it later possibly

deft cape
#

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

solemn ridge
deft cape
#

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

oblique galleon
ionic shoal
ionic shoal
ionic shoal
deft cape
deft cape
#

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

ionic shoal
deft cape
#

oh i was just saying based off what you said, if it might not be possible on windows 11 ๐Ÿ˜›

ionic shoal
#

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)

deft cape
#

actually never knew that ๐Ÿค”

ionic shoal
#

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

oblique galleon
#

By stuff I mean samples probably

deft cape
#

yeah i get what u mean

umbral maple
#

@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

deft cape
#

does imperium also have an option to remove the mask texture? it could be a difference on when the patch is run

umbral maple
#

I tried with and without imperium, same issue

#

yeah I'm confused
cause the arms out config is working fine

deft cape
#

yeah not sure, i don't really see why it wouldn't work ๐Ÿ˜ฆ

umbral maple
#

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

deft cape
#

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

umbral maple
#

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

umbral maple
#

....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

deft cape
umbral maple
#

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

deft cape
#

ohhh

thin sonnet
# deft cape 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.

light jacinth
#

Spookoxide, I donโ€™t think ther

umbral maple
#

I see wha

thin sonnet
#

I don't und

deft cape
#

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

thin sonnet
#

Is there a way to fix it or smth?

#

oh

#

I see, it's on your part

deft cape
#

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

thin sonnet
#

got it, thx

deft cape
#

bet ill ping u later when i have it compiled, thx

thin sonnet
#

can't confirm tho :,]

oblique galleon
deft cape
#

wdym by confirming, like if the changes fixes it or not?

oblique galleon
#

With a good default like 2000 like ya daid

#

Said*

deft cape
thin sonnet
oblique galleon
deft cape
oblique galleon
#

We might be too busy thinking about F# while playing to talk to eachother

oblique galleon
deft cape
#

๐Ÿคช

oblique galleon
#

Irunno

ionic shoal
#

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)

vivid yoke
#

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)

deft cape
deft cape
deft cape
sturdy python
#

PlayOneShot thing is probably Spike Traps since it logs that every time one slams down

vivid yoke
#

I've restarted the game a couple times since then sadly SADGE

deft cape
#

sounds good, ping me when u msg since i might miss it otherwise

vivid yoke
#

yeah sounds good!! thanks for listening!

ionic shoal
deft cape
#

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

solemn ridge
#

Might be when reloading the lobby

deft cape
#

ah it's probably in dms then

#

gonna check there

#

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

hallow yew
#

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 ๐Ÿ˜ญ

copper valve
#

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

candid dirge