#Mirage

1 messages · Page 27 of 1

robust hinge
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Is non-masked enemies voice imitating enabled by default?

iron mural
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It says that BarchLib is depreciated, does Mirage still work fine?

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Nvm in the recent update they removed that dependency

candid dirge
solemn ridge
half zephyr
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Is there still a setting to keep recordings between sessions? (Like it keeps them on game close)
Nevermind I found it, I didn't expect it to not be in the config files, but in the settings

vivid yoke
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just an update about this, I played on the same hash where I noticed the mirage mimics not saying things and though I didn't see any mimics this time around, I checked the folder and it does have stuff in it, but all the clips that I could see had 0 duration like this

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not sure if that's normal or not but might explain why I wasn't hearing anything before

vivid yoke
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I'll play around with this more tomorrow and then maybe I can narrow it down to a particular conflict

deft cape
vivid yoke
vivid yoke
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okay my update is that I tried this out again 2 more times and both times I COULD hear the mimics talking 8915pepecelebrateconfetti so maybe that other time as a once off or a weird edge case or something

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in case you're interested though, I did still see about 50% of the clips getting recorded have 0 duration (not asking you to do anything with this info dw! just free recon for you)

deft cape
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leaning more and more towards just reverting again

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really doesnt seem worth it to fix these bugs

vivid yoke
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aww totally up to you what you'd like to do! if there's any testing I can do, I'm happy to help out!

deft cape
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i appreciate it 😄 , but honestly prob not worth looking into it
just the fact that there's so many 0 duration clips means something isn't working as intended. it works on my end, no idea what the issue is that's causing you to have 0 duration clips

reverting the mirage update would mean voice activity suffers again, since SileroVAD was added to try and prevent so many garbage audio clips from being created, but at least it fixes the other issues people have been reporting

vivid yoke
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whatever decision, I stan Mirage 2375pepesalute

gusty remnant
# vivid yoke

i noticed the same thing, this causes a mask to not speak for a really long time... sad

charred laurel
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I have an issue where sometimes one player only has one voice line recorded

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and the voice line gets repeated for the rest of the game by enemies that choose to mimic that player

inner crane
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suddenly ran into an issue of masked spawning ai-less & default, is there any known incompat that causes this?

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i thought it mightve been gi at first but seems that wasnt the case

eternal bridge
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threatening

solemn ridge
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It's some other mod

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Can't tell you what

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Cus it doesn't happen for me

inner crane
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only happens with mirage enabled for me, so def some incompat buried somewhere then
time to troubleshoot agony

deft cape
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if you find out which mod is incompatible with mirage, could you drop it here? i'm surprised that's an issue

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@vivid yoke do u mind trying out MirageExperimental sometime? i did make some bug fixes that i still don't know if it's solved anything or not. hoping maybe this would get rid of some of those 0 duration clips

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also out of curiosity, does mimics not talking happen really often for when you're playing? i'm trying to figure out if my current recording audio logic with SileroVAD is just that broken

eternal bridge
inner crane
thin sonnet
deft cape
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tyty

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these are the changes for experimental

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if even experimental is still hella buggy then that'll be my cue to revert the update

thin sonnet
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got it

deft cape
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just wanna see if i fixed some of the stuff in there first

vivid yoke
vivid yoke
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I know that when I noticed it, I think I’d seen about 4-5 mimics and only one of them said something exactly one time

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Fingers crossed that min silence duration cleans it up! I’ll let you know what I find!

deft cape
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wait just wondering, did you happen to ever switch from voice activity -> push to talk, or vice versa?

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i just realized that's probably bugged

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like when looking at the code, it's potentially a reason for it to start bugging out

solemn ridge
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@deft cape btw why didn't you change Experimental to use the stable MirageCore?

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Since they're the same lol

inner crane
solemn ridge
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touching something they shouldn't

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You just need to narrow down which one

inner crane
# solemn ridge You just need to narrow down which one

its both from what i found, i disabled them each on their own and then together
only when both disabled does the bug stop

additionally it seems (w imperium at least) an extra "masked" spawnwable appears in imp's spawn search (1 per moon)

solemn ridge
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Yeah

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So the moons are adding prefabs for the masked improperly

vivid yoke
solemn ridge
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which is breaking masked if any mod touches them

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Moon issue

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Not an issue with Mirage

inner crane
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gotcha alright
p sure the moons both have a thread here somewhere so i might bring it up in one of them to let them know if i can remember after some stuff i gotta do

deft cape
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although if there's a bug, it wouldn't be for repeating voices

deft cape
deft cape
eternal bridge
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i had this on experience

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found a masked of my friend

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it screamed at the top of it's lungs then rushed me

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i died because i knocked my mouse away from laughing

blazing jungle
vivid yoke
vivid yoke
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okay literally who tf am I kidding I just tried this out and it seems to be working much better (for me!)

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only 2 recordings were empty

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most of the 1 second clips are just of me saying "hello"

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it'd probably be more interesting to see how many clips are empty once I play for a couple hours with some friends, I can report back on that! I'm feeling good about this though!! no revert???? PoggersHype (again ultimately up to you!!)

vivid yoke
# deft cape these are the changes for experimental

I'm getting into unsolicited thoughts territory here so feel free to get out the spray bottle, but do you think it would be cool to make the min silence duration configurable? maybe then if there's a lot of variability for what works for different users, they can take ownership of that part to figure out what works for them thinkingPepe (I personally already feel good about the 2s fwiw LOL but will report back more on what it's like playing for longer!)

eternal bridge
deft cape
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since the config before was really confusing for a lot of people

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this time i'm trying to avoid having configs for every little thing so there's a less likely chance to get confused on what things to set

deft cape
deft cape
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so for anyone testing out the experimental build, the new update is just to fix the error that pops up when using custom spawns

vivid yoke
deft cape
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yeee exactly

ionic shoal
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so i just was testing, i got some "0 clips", but they all have sounds, just clearly less than 1 second long.. 😛 otheriwse i have no 0 clips. (on actual mirage, not experimental)

maybe the fix is, if its not longer than 1s, it shouldent be recorded? (just a thought).. like, if the length is less than 1 second, then delete clip instead of retaining it. (1s is an example, as even like "hi" is shorter than 1s

deft cape
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if there's sound it's likely that SileroVAD just detected it as non-silence

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maybe the fix is, if its not longer than 1s, it shouldent be recorded?
since this is already the behaviour

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although if it's less than 1 second long i think i do have some logic issues in there

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which is making me wanna revert it again lmao

ionic shoal
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assuming not done already 😛

deft cape
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i don't store the audio duration as a float so there wouldn't be any flooring needed, which also doesn't make much sense to do anyways, at least to me

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i have an idea of what the issue might be coming from but i'll try and fix it later

unique schooner
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Hi, I was wondering if there is a way to make the masked sometimes use random skin with this mod so it won't be as likely for there to be multiple clones of the same player

vivid yoke
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just playing some more now in an organic setting and it's been about 2 hours

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only 18 of the clips recorded are 0 duration!!

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that seems really good!

eternal bridge
deft cape
deft cape
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in that case if everything works properly you shouldn't even have a single 0 duration clip

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out of curiosity though, now that the min silence duration is 2000ms

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does it record your full sentences now

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like it doesn't cut off too early or anything anymore?

vivid yoke
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I’ll probably have time to check on a dev hash later too! For as long as I can tolerate monologuing to myself hahaha

vivid yoke
deft cape
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thanks, i appreciate the help testing it 😄

deft cape
vivid yoke
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Of course!!!! I’m happy to help!!

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Yeah!! There was even some clips that were like 14s long which is awesome haha

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I’ll try and make a point to listen to those ones next time

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Thanks for all your hard work on this!! Definitely can’t imagine these are easy problems to solve

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I’ll try and grab clips too if I remember so you can see

deft cape
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oh the problems are actually pretty simple to solve, what's actually difficult is figuring out the exact area that's bugging out, and the community's been really helpful regarding that

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so all the reports of issues with hints of what the issue might be coming from is making my job waaaay easier

vivid yoke
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just did a quick test on my own

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there's only one 0 duration clip now on the latest experimental

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I'll try and get a better test in later this week with some friends again! There was a good range of clips too, 1s to 8s long

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here's a minute long clip of what the recordings sound like for me

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it's looking good though!! exciting!!!

sly reef
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Hey! it's been a while since I played and the config changed

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if this config considered old/should be deleted?

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(these are all 3 related configs to mirage I find)

deft cape
# vivid yoke

it's not cutting off mid sentence still is it? e.g. at 0:28 the sentence ends with you saying "andddd...", just curious if you intentionally stopped or if the recording cut it off itself

deft cape
deft cape
solemn ridge
deft cape
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that's prob gonna be a really hard one to fix sadly

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since i still haven't been able to reproduce it 😔

solemn ridge
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Well I will tell you yesterday when I had it for an entire session, we had landed and looked at shy guy so we backed out, I deleted the save and made a new one

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Cus it was just instant invisible shy guy on first day

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lol

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So maybe with the steps of landing the ship, and backing out then making a new save will help?

deft cape
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pretty sure ive already tested with similar steps to that b4 and it was fine

solemn ridge
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There's definitely some oddity happening with the playback system, how did the old mirage use playback? It could just be when it's hooking into the game

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Or some line of code is missing you had before

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It seems like a relatively simple fix I feel like it's some oversight that sometimes decides to rear it's ugly head

deft cape
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almost all the bugs are simple fixes actually

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just that finding out how to reproduce it is the hard part

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especially for this one

vivid yoke
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The one that did cut off was the one right at the end of the recording

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I’m personally not super concerned about it since it seems much improved

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I wonder if it’s possible in those cases for there to just be general game stuttering during recording that might cut things off early by accident

vivid yoke
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I’ll have more time to test it out tomorrow I think with more people and report back on what that’s like too!

fervent moss
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Is mirage supposed to continue recording stuff when ur in the ship in orbit?

deft cape
deft cape
vivid yoke
deft cape
deft cape
fervent moss
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Was that added in the latest update? I haven't updated yet

deft cape
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yeah it's in the latest update

fervent moss
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ahhh i see alrighty then

deft cape
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well since the time miragecore was added in at least

deft cape
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actually impossible to replicate :(

solemn ridge
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Maybe try getting someone to join you and see if it repros

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Cus it happened when it was just me and Jacu playing

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But I swear I've had it happen solo too

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Maybe it just doesn't happen in lan for whatever reason?

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Lan does work differently

deft cape
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ur pack takes way too long to boot up

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every time ive tested ur pack it's fine anyways

deft cape
chrome skiff
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ive been having this issue where maskeds just dont seem to spawn at all. ive noticed that i havent seen any since the update with the new logo, but only now with testing ive realized they just dont spawn ever. i dont have them disabled in LQ, i havent made any changes that would have anything to do with them since the mirage update, and i tried reinstalling mirage entirely. in this log i installed imperium to see what enemies have spawned, bumped up the masked spawn chance to the max, then landed on a moon and waited out the whole day, couldnt get any to spawn. profile code incase its needed: 01926ef8-8e62-a14a-c925-7ef062655d0c

deft cape
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i don't have time to debug any modpacks sadly. but could you try MirageExperimental? i changed a bit for custom spawns in there, so i'm just hoping that'll work for you @chrome skiff

chrome skiff
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sure, ill give it a try

chrome skiff
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it doesnt seem to have made a difference sadly, still couldnt get any to spawn. i even tried on a moon that has maskeds at the highest spawn weight (atlas abyss) and still nothing

torpid pecan
chrome skiff
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yes, i deleted the old config and use the new ones

torpid pecan
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Perhaps prior to the update, whatever config you had before was forcing them to spawn regardless of your LQ config, even if they actually wasnt supposed to spawn or something
Maybe now you need to add them to the list of enemies on the moon?
Try adding masked to the list on a moon with a really high weight
Also check what their spawn cap is (both in LQ and the mirage config), check it isnt accidentally 0 or something idk

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Thats all i can think of besides just disabling mods until it works

chrome skiff
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so adding masked to a moon and setting their spawn weight to 100 worked and made them spawn. the thing is, i already have masked added to the list of enemies allowed to spawn under global, so i guess that means i have to set their spawn weight in lq or else they wont spawn :/, i wish there was a way to just have mirage override lq lol. im not really sure what to set the weight to, i would like it to just be the default 2 percent mirage has

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would i have to edit each moons spawn weight individually for that?

chrome skiff
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ive decided on just not using lq for now, i was only using it to prevent some disabled modded enemies from still spawning but it doesnt seem to be a problem anymore. masked spawn like normal without it

deft cape
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huh interesting, i must've broken something then cuz i remember it being compatible with LQ before

vivid yoke
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Hmm I added LQ to my mod hash recently too but I’m not sure if I’ve played enough with it yet to notice this

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I’m planning on playing a bit later today so I can try and bump the spawn rates a bit and see if we find mimics or not

deft cape
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ah bet lmk how that goes

vivid yoke
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Damn I forgot to send a screenshot of my recordings

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I played for about 2 hours again today and there were about 10-15 empty clips out of about 250-300 recorded

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I'm using LQ and Mirage with spawn control = true and spawn chance = 25 and I definitely saw quite a few of them today so I'm not sure if there is a conflict between those mods but it's possible I need more specific configs to see it

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I have a couple clips too

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I definitely saw at least one mimic that didn't say anything still

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but then I think most / all the mimics of me were talking

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also had some odd desync issues with mimics for some reason where some mimics were invisible for one player but visible to another (not saying that that particular thing is mirage related, but just wanna put that out there because you'll see it in the clips)

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I would take the desyncs in the clips with a grain of salt still but I think the clips do show better what recording/playback is sounding like

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sentences seem to be recorded much better! didn't have any issues with weird cutoffs that I could tell

deft cape
deft cape
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i guess the only main issue left is that sometimes voices will randomly repeat for people

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@solemn ridge how often does the repeating thing happen for you nowadays?

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y'know what screw it i'll just add a config for the min silence duration actually

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even though it'll complicate the config a bit

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might as well just have an option for ppl who do want to change it

deft cape
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Mirage v1.11.0 is released:

  • Added two config options MinSilenceDurationMs and MinAudioDurationMs, explained in their descriptions.
  • Fixed an issue where recordings would end abruptely, even though the user didn't finish speaking their sentence.
  • Fixed an issue related to Enable spawn control (masked enemies) being enabled.
  • Thanks to @vivid yoke for all the feedback while testing the experimental build for the past week!
solemn ridge
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It also doesn't play the full voice clip the first time

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Only part of it

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Before it repeats

deft cape
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rip... yea i still have no clue what's causing it so that bug might exist for awhile

thick plank
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Thanks for looking into all this! Since the latest version I’ve played like 10h and have noticed on average less talking from the Maskeds

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Didn’t do any digging into the files so I appreciate you all looking into the bug that’s causing it

deft cape
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now just gotta figure out what's causing the voice duplication issue 😅

wicked sorrel
# solemn ridge It also doesn't play the full voice clip the first time

I think my group may have had this issue, but no one has mentioned it so I don't know if the others have noticed, but I like it because it kinda makes them say new sentences without actually making new sentences? if that makes sense? so it's a bit more likely to trick someone if they were present for when you actually said the line they're repeating, cos it's different

vivid yoke
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This might be a smoothbrain idea, but would deleting voicelines that have already been played be a potential solution for the repeating lines issue?

unique schooner
vivid yoke
unique schooner
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Are there currently some known mods to cause this?

vivid yoke
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I’m not personally sure of any, since I haven’t experienced it myself (maybe someone else has though!)

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If you give me your mod hash I can try rule it out!

unique schooner
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What is mod hash

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Also could using model replacing skins cause it?

vivid yoke
unique schooner
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I installed the mods by downloading files so I guess I don't have one

unique schooner
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This is what console looks like when they spawn

unique schooner
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They still pick random skin from a random player so they are not stuck to only using host skin but they don't use skins not used by players and using non-custom model didn't seem to change it either

ionic shoal
unique schooner
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yea

young kestrel
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What are the recording settings with the new config? I don't see anything from the last versions before the config update.

Mainly in regards to Deleting Recordings, ImitateMode and MuteLocalVoice

deft cape
deft cape
deft cape
young kestrel
deft cape
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i see the option just fine

deft cape
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so i've confirmed it's indeed not because of pitch, so RandomEnemiesSize mod is completely unrelated. that being said, do you remember how often the repeating voices issue was happening? Lunxara said it only happens for certain voicelines, is this the case that you noticed as well?

manic acorn
dreamy oyster
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So I haven't been keeping up, how is mirage looking atm ? is it working as intended ? ^^

spring laurel
solemn ridge
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Min and max pitch can also be changed

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Maybe min should go no lower than 0.8

spring laurel
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It seems to work fine with low pitch, it's high pitch where it breaks

solemn ridge
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Ah

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So the deep voices have issues

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You could do some testing with the values and see where it becomes problematic

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I'm interested to see if 2 would be okay

spring laurel
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It might be an issue of unity itself struggling with playback, because the corruption sounds similar to what I experienced when making Goofy cruiser and compressing the crap out of the radio music

solemn ridge
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Probably

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Might be better to just leave influence sound off in that case

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Or remove the mod if we aren't feeling it anymore

spring laurel
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If you can nuke resizing of mines and the voice pitch I think it will work fine

solemn ridge
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Speaking of, I think Turret max size should be reduced, cus 1.5 often blocks off doorways

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I'll lower it to 1.2

spring laurel
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Never had it block doorways yet, but aight

solemn ridge
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lol

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Always in Vanilla Facility too

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XD

young kestrel
deft cape
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oh i misread your message

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those are removed to simplify the config

young kestrel
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So what are the default settings for those?

deft cape
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NoRepeat, false, false

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well the last option is still a thing, it's just in the LethalSettings menu

young kestrel
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👍

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And it's all synced to host right, no need to match settigns now?

deft cape
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anything in lethalsettings isnt synced

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since those are personal preference

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everything inside the configs are synced though

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@young kestrel

gusty remnant
deft cape
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no it doesnt have the functionality i need

gusty remnant
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I understand that, but having Lethalsettings installed opens the Lethalsettings menu directly when wanting to go to the settings, players must press return in order to go the the vanilla settings (only once, after that everything works)
That's not a big issue but it's something that can frustrate some players that just wants to open the vanilla settings

ionic shoal
gusty remnant
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Yep totally agree

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Can the LethalSettings dev update the mod to fix this?

granite musk
gusty remnant
candid dirge
ionic shoal
gusty remnant
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Is he on discord?

ionic shoal
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@ willis81808 <- ? dont want to ping them, but that seems like them based off the upload name and discord name xD

gusty remnant
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Ok, let's try it

gusty remnant
wide bramble
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Mostly because no updates are planned. I don’t really play LC anymore :/

you are welcome to fork the project and change that behavior yourself, though

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Or make a PR. If somebody went through the effort to do that I could at least make the time to review it and publish a new release

gusty remnant
gusty remnant
deft cape
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so pretty much exactly what lethalsettings does

wide bramble
gusty remnant
wide bramble
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I don’t remember that behavior happening when I made the last update to the utility, I wonder if a LC update somehow introduced the behavior. Automatically opening the first time you go to game settings was not intended behavior. What /was/ intended behavior was the following: navigate to Settings > Mod Settings, then exit by pressing escape, then the next time you open settings it goes directly to mod settings

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My response to the closed issue was describing how that aligns with the vanilla behavior of existing settings sub-menus (such as the controls menu)

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Am I to understand that the unintended behavior I described above is what’s happening now?

gusty remnant
gusty remnant
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let me grab a video clip

wide bramble
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Ok yeah, that sounds like unintended behavior, and I think should be simple enough to fix. In that case I can probably reinstall the game and set up my modding env to test a fix for it.

I had misunderstood the current issue and just thought it was a matter of personal preference about the intended behavior, but I see now that it’s something different (but related)

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Honestly I’m surprised that everything else is still working as intended without any updates for 10 months LUL

gusty remnant
gusty remnant
wide bramble
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Yep. That’s definitely not right

gusty remnant
gusty remnant
wide bramble
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Published v1.4.1 which fixes the issue in my testing @gusty remnant
Sorry for polluting your thread, @deft cape ❤️

wide bramble
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Thunderstore hasn't synced with r2 so I think you'd need to manually select it from the versions page

gusty remnant
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Yep im going to do that

gusty remnant
trail saffron
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Hi! Noticed that masked have stopped talking recently, been getting this error while running mirage and being near a masked: [Error :qwbarch.Mirage] Error occurred while mimicking voice: NAudio.MmException: AcmNotPossible calling acmFormatSuggest at NAudio.MmException.Try (NAudio.MmResult result, System.String function) [0x0000a] in <1de6b66de24a4618bd8723db1cfe545d>:IL_000A at NAudio.Wave.Compression.AcmStream.SuggestPcmFormat (NAudio.Wave.WaveFormat compressedFormat) [0x0003f] in <f178471da6cb4e6b9dbad166e9b46bdd>:IL_003F at NAudio.Wave.AcmMp3FrameDecompressor..ctor (NAudio.Wave.WaveFormat sourceFormat) [0x00006] in <f178471da6cb4e6b9dbad166e9b46bdd>:IL_0006 at Mirage.Domain.Audio.Receiver.AudioReceiver (UnityEngine.AudioSource audioSource, Mirage.Domain.Audio.Frame+PcmHeader pcmHeader, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] onFrameDecompressed) [0x00069] in .\Mirage\Domain\Audio\Receiver.fs:52 at [email protected] (Microsoft.FSharp.Core.Unit unitVar) [0x00029] in .\Mirage\Unity\AudioStream.fs:65 at Microsoft.FSharp.Control.AsyncPrimitives.CallThenInvoke[T,TResult] (Microsoft.FSharp.Control.AsyncActivation`1[T] ctxt, TResult result1, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] part2) [0x00005] in D:\a\_work\1\s\src\FSharp.Core\async.fs:510 at [email protected] (Microsoft.FSharp.Control.AsyncActivation`1[T] ctxt) [0x00000] in <e3e3163e79312fd2863cf9cbc3c9d161>:IL_0000 at Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) [0x00017] in D:\a\_work\1\s\src\FSharp.Core\async.fs:112 I am running windows 11 and have tested it alone using imperium.

deft cape
#

as far as i can tell that error has to do with a missing codec, but it should be there on windows 11

trail saffron
deft cape
#

although it's weird cuz i dont think ive ever changed the codec it uses

trail saffron
solemn ridge
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I've had no issues on my end, strange

trail saffron
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My friends don't hear them either but i dont know if it's because i'm running the server. Otherwise i can look into their logs later in the day.

trail saffron
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Been doing some testing and it seems like i'm the only one affected by it 😭.

terse tusk
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I see that "ImitateMode" config setting is gone. So what is it now? No repeat or random by default, or something else?

deft cape
trail saffron
deft cape
#

do you happen to run windows 11 on a vm or anything?

trail saffron
deft cape
#

hm odd no idea why that error would even happen on windows 11 to begin with

young kestrel
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lol, I was playing I want it that way to test some sound issues, and monsters starting using it. 😄

lilac saffron
#

where can i change the recording storage settings n stuff

tawdry bough
tawdry hill
#

is there a way to blacklist certain players from being copied? Im trying to play with this mods in a group but one of my friends arnt comftorble with being recorded

bold ruin
torpid pecan
cursive acorn
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I dont get how to use this mod haha, can someone give me a guide?

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like do i need to record the voice myself?

torpid pecan
# cursive acorn I dont get how to use this mod haha, can someone give me a guide?

Once installed, when you are playing, the game will listen to when you or your friends speak and record their voices (locally), and then randomly enemies will replay this audio (synced for everyone)
For testing the mod to see if its working, you could lower the interval in the config so they yap alot, and see if after you speak they start repeating things you said.

#

You dont have to do anything yourself really, though there is a fair bit you can customise.

deft cape
deft cape
#

@tawdry hill lmk if you still need a blacklist thing (or if anyone else needs it) and i'll add it

#

just dont wanna add it rn unless it's something that's still needed

cursive acorn
#

does everyone have to adjust spawnrate on the serer?

thick plank
#

Been using Brutal Company and one of the events spawns a ton of Masked

#

It’s so good with Mirage

#

Like 8 Masked coming at us in a group all saying random shit from the night it’s hilarious and hard to keep track of who’s real

#

I should get a clip

ionic shoal
vestal pecan
#

Yeah I would like that too to blacklist so I won't be able to hear their voices just because there's some people that can't hold their tongue even if I live stream

atomic seal
#

My question is, do voices play at the same volume by default when the player speaks?

#

But I hear myself too loud...

deft cape
#

which would solve the problem fred was having

deft cape
#

for monsters mimicking other people's voice, it already follows the volume slider in-game

light jacinth
light jacinth
#

recordings also get cleared out and deleted when you exit the game application

deft cape
#

just gonna do it on the next update unless there's more requests for it

#

kinda lazy to add it rn

eager path
#

where can i change masked spawn rarity ? i cant find in lethal config and setting

amber grove
#

I believe that’s done via LethalLevelLoader

#

That config allows planets (and custom planets), dungeons too I think to change the enemy spawn rates. That’s how Atlas Abyss adds more mimics I think

thick plank
#

Look at the manage config

frozen peak
#

Hey, is there anything I gotta do for the other enemies to talk using Mirage?

thick plank
frozen peak
#

oh yop, i found it, had to actually play once for the config to add enemies

eager path
thick plank
#

You can in this mod’s config sorry wasn’t clear

eager path
#

can you show me how to do it ?

#

in dm

broken mango
#

I haven't checked this mod in a while-

But-

Is mirage support for modded monsters been updated??

thick plank
#

Assuming you’re using a mod manager just click “config editor”

#

Then type in Mirage

#

There’ll be two configs one for enemies and one for general settings

#

Click the one for general settings and look for the spawn rate setting, I believe it now defaults to 2%

#

Change it there and save

thick plank
broken mango
#

Ah okay

#

I used this mod before nice to see it have it be editable for specific modded enemies instead of just a toggle for all modded enemies in general

elfin knoll
#

which file for mirage is considered to be the main one? for editing config

thick plank
#

Oh yeah if you’ve been using it for a while there’s a deprecated config, they renamed the config file

round magnet
#

I hav a question. the Config, does every player have to set it up for themselves or is it okay if only the host has it configuered?

amber grove
#

When you run the mod the first time it auto generates the config file

deft cape
onyx summit
#

I tried updating and it wasn't the same.

deft cape
#

i heard you have the repeating issue that lunxara has. is that related to it capturing better for you? or is it just in general, with what it records?

onyx summit
#

I'll run some tests tomorrow.

deft cape
#

how would you describe the recordings being worse? is it cutting off too early?

#

im just wondering if it's worth keeping SileroVAD still

onyx summit
#

Yeah just feel like it would cut off to soon.

#

Mimics only saying partial stuff compared to old version and them saying full sentences

solemn ridge
deft cape
#

what's the latest version you've tested? i'm surprised this setting doesn't fix the issue of cutting off too early, after i bumped it to 2000ms

solemn ridge
#

I generally use DissonanceVoiceSettings to deal with keyboard audio coming through people

onyx summit
deft cape
#

ah sounds good

#

you also have the same repeating issue that lunxara has right?

solemn ridge
onyx summit
#

version 1.8.2 still just to me felt so good.

deft cape
#

that's the main mystery i've been trying to figure out with lunxara

deft cape
#

or "feel" wise

onyx summit
#

Hopefully I can give you good results tomorrow I'll get someone to come assist too in testing.

deft cape
#

sounds good, thanks!

onyx summit
#

Np.

Also.....Any Chance I can bribe you for that config back xD

deft cape
#

which one

#

i only removed options to make it less complicated

onyx summit
#

Death chance to become mimic xD

solemn ridge
#

He wants the option for people to come back as masked back cus Zombies is buggy

deft cape
#

ah

solemn ridge
#

Which I can confirm, Zombies has broken the game in a lot of weird ways

deft cape
#

i'll think about it

#

have to get all the bugs down first

onyx summit
#

It literally hightens the experience. When talking to someone in the other room and they die but you don't know they turned to a mimic cause they are still talking lol

deft cape
#

funny that u like it cuz most ppl i've met hated that feature 😂

#

even my friends dont like it lmao

onyx summit
half zephyr
#

it is so funny, and sometimes scary af xD

deft cape
#

to be fair i think it's just cuz it was initially at 100% spawn chance

#

and that made ppl hate it forever

onyx summit
deft cape
#

if i do re-implement it i'll probably just make it as a separate mod but i'll see

onyx summit
deft cape
#

if anyone here gets this error and is willing to help run some tests, please let me know

#

been getting reports of this on github and i'm trying to figure this out

ionic shoal
deft cape
#

i'll def think about it after i fix some bugs

#

some of these bugs are head scratchers

#

haven't been able to replicate the bug on my side at all

onyx summit
#

Sorry had some work stuff come up today and wasn't able to run tests like I wanted to D:

deft cape
#

no worries 😄

atomic seal
#

Who can’t you register? Isn't it a big deal?

trail saffron
deft cape
#

oh sick, ive been trying to figure that one out since i haven't really changed much that should cause that error

#

@trail saffron do you mind trying out MirageExperimental's latest version? i tried fixing what i think might be the issue but i'm not 100% on it

deft cape
# atomic seal

dunno what mod that is but it's probably because the prefab isn't valid by the time mirage reads it

trail saffron
#

Will try it now!

#

@deft cape Unfortunately it's still there

#

current modlist:

deft cape
#

ah damn

#

gonna have to think about it some more for a fix then

#

thanks for the test 😄

trail saffron
#

Np! send me a @ if you need some more testing and ill keep notifications on.

atomic seal
#

Every time the sound setting of your voice is lost by 100% 😅

#

You have to change it manually again in Settings

#

Or turn off the ability to hear yourself

deft cape
atomic seal
#

When they update the assembly with code again

#

For some reason it resets

deft cape
#

you mean when you update the profile code? that shouldn't affect the settings since it's supposed to a global setting

#

i'll take a look at it later

atomic seal
#

To make sure

#

But now it’s already 8:13 for me to go to bed, and I didn’t even go to bed perceive

deft cape
#

no worries

deft cape
#

@trail saffron do you mind testing it again when you're able to? MirageExperimental v0.0.45
edit: i forgot to mention, this specific version changes it to save/read as an mp3 rather than a wav, so if you have the setting to never delete recordings, you'll have to delete the recordings folder since i forgot to add a runtime check for it

#

@atomic seal also could you go into the game, change the volume in mirage lethalsettings, and then send me your logs? i just want to rule out whether or not the issue might be coming from file permissions (i can confirm it works fine for me so i'm assuming it might be file permissions)

atomic seal
atomic seal
#

Everything is the same @deft cape

#

I first demolished the ZeekerssRBLX folder

#

After which I downloaded everything again, used the experimental version

#

I put 50%

#

I saved the code - deleted the ZeekerssRBLX folder and the entire profile again - downloaded it again using the code, clearing the old cache in Steam Lethal Company and checking the files before doing so, just to be sure

#

Uploaded again - also reset

#

Why can’t this be transferred to the config itself for?

trail saffron
#

@deft cape The latest experimental release fixed it :D! Awesome work!!

trail saffron
#

For my problem qwbarch mentioned changing the save/read from wav to mp3. Strange that it was an issue on my desktop. I tested a bit yesterday before bed and noticed that skinwalker didn't play recordings either, to my knowledge it also uses wav.

deft cape
#

nice! gonna push that update soon then

#

@atomic seal can you go into the lethal company folder -> Mirage -> settings.json
right click and then go to properties and see if this file is set to read-only?

deft cape
atomic seal
#

It doesn't mess with the code

#

Now I know where it is kept

#

I sometimes manually cleared it, now it’s clear why it reset

#

But it would be better - if in the future these settings can be transferred using the assembly code

deft cape
#

each player has their own preferences

#

it's there so it's not shared

atomic seal
#

Let it ride

atomic seal
#

We played together

deft cape
#

that should be fixed in the v1.12.0 (the update i just pushed out)

deft cape
#

@umbral maple btw feel free to use any of the code from MirageRevive for Zombies. if you do use it as a reference and you don't understand it because it's in f#, just ping me and i'll break it down for you

umbral maple
#

Thanks, I think I am able to understand it well enough but I'll lyk

granite musk
#

i dont see the no delete voice config where is it ? @deft cape

granite musk
karmic herald
#

What's are like a good config number for the voice delay min and max to where it's like almost automatic or like reactive to really people

fervent shore
#

wtf is a nasked 😭

oblique galleon
#

nasked >:3c

cloud adder
autumn glen
#

is it just the revive on death thing? so this doesn't have the voice mimicing n stuff?

cloud adder
autumn glen
#

Oh barch you beautiful beautiful man

stiff musk
#

the mod doesnt seem to generate a config file, and the settings with LethalSettings are client side only

cloud adder
#

It should generate two, the general and enemies cfg

#

Does it not show up in your config manager

thick venture
#

it won't generate on game startup alone

stiff musk
#

well i created a new save and it didnt make the configs

thick venture
#

interesting

#

not sure then 😭

#

it should do it there but maybe something is missing

stiff musk
#

bruh i guess i'll wait for an update ?

ionic shoal
void cloak
#

Hello i have a issue, the audio recorded is played twice in row everytime and it's a little annoying, any idea of what settings i should tweak ?

chrome skiff
#

it seems like after the most recent update recordings are being picked up with push to talk enabled while you arent holding the push to talk key. i always have push to talk on and i was testing some other mod and kinda talking to myself, a masked approached me and was playing back my voice despite never having pressed the push to talk key

deft cape
#

ah fuck whoops

#

will try and get an update fixing it tmrw

deft cape
#

anyone that's having that issue where audio sounds choppy at times, how often does it happen for you?

deft cape
solemn ridge
deft cape
#

choppy audio bug is a recording issue tho

solemn ridge
#

Cus the choppy audio is always when they say something and abruptly cut off then they repeat it normally in full after

#

Hmmm

deft cape
#

oh what i thought it says something twice

solemn ridge
#

No they'll say part of a sentence

deft cape
#

i guess u were just describing the choppy audio bug the whole time then xd

solemn ridge
#

abruptly cut off

#

and then repeat it with the full line

#

lol

deft cape
#

i thought you were describing something different the whole time so ive been trying to fix something completely different

solemn ridge
#

No choppy audio when they repeat it either

#

Yeah so when you fix the choppy audio it might finally fix it

deft cape
#

well that is the choppy audio bug

#

i just thought you were saying something else

#

cuz from what i understood the repeating bug was that it plays a voiceline, and then repeats it right after without waiting enough time

solemn ridge
#

Bruh I kept telling you the audio would sound choppy or corrupted then they would repeat the line in full after

#

I guess you just misunderstood

#

:3

deft cape
#

i mean the way you explained it was kinda confusing i can't lie 😂

#

cuz u said it repeated

#

choppy audio bug just cuts off

solemn ridge
#

I mean cus they would start the sentence over again after and play the line in full

#

Lol

deft cape
#

damn all those days i was debugging something nonexistant LOOL

#

i was testing all these different things with delays

solemn ridge
#

Lmfao at least you finally know what it is and you'll have it fixed

deft cape
#

it's no wonder i couldn't figure out how to test it as well

#

since i thought the bug was something else that didn't exist

solemn ridge
#

😂 I mean it was a repeating bug just not the way you thought it was

deft cape
#

that's why i wanted an audio clip to be fair 😭

#

would've instantly known if i just heard it

solemn ridge
#

I kept trying to find one

#

LOL

deft cape
#

oof

#

btw @solemn ridge is the playback volume (for mimics using your voice) the same as the older mirage version?

solemn ridge
#

with old Mirage I lowered it to like 50, with current I had to do 25

deft cape
#

so after tuning it down it's still fine right

#

what's the current volume you have it to

#

ah

solemn ridge
#

Ye

deft cape
#

i think i need a better default volume

#

because a lot of people have been saying it's really loud

solemn ridge
#

That difference is probably just cus MoreCompany makes voices louder and your own voice is affected now

deft cape
#

oh right....

#

you're right about that

solemn ridge
#

Yeah I would lower the default down to like 25-50%

#

if MoreCompany is detected

deft cape
#

morecompany is so commonly used i'll just set it to like 50% by default i guess

#

too lazy to do a runtime check

#

i do want to try and figure out a fix without removing SileroVAD directly though

#

so this fix might take a bit

#

but at least now that we're on the same page

#

i actually know how to approach this now

deft cape
#

but for the choppy audio issue it'll still take a bit

spring laurel
#

For me it's like three issues at once

Repeating
Cutting off the first time
And a major case of crackling

void cloak
deft cape
#

gotcha

#

could anyone who's able to, and have been experience those cutting off issues, try to test MirageExperimental v0.0.46? (just pushed this so it'll take a bit before TS allows it to be installed)

agile oxide
#

not sure if anyone has mentioned this or had the same issue but with the new update affecting push to talk I will get enemies just playing mic static from my background noise and any noise I make without pressing push to talk. I think that was intended but it's not good for me

#

would love a way to revert to the old behavior

solemn ridge
#

I believe it has the fix for that

#

Otherwise downgrade to previous build

agile oxide
#

yeah I guess I could just downgrade. I'll check the experimental version too, thanks

agile oxide
#

the experimental version does in fact fix it for anyone else with the same problem

waxen basin
#

I'm kinda curious, is it possible to show the mask on a masked when they attack? Similar to Masked Enemy Overhaul.
Unless I misunderstood the show maskedtexture config option, I always assumed it showed the mask regardless of the situation when that setting is on

wary garnet
#

is the problem of a voice clip repeating itself known?

#

My masked are saying the same thing twice

cloud adder
#

It is known

#

You can try MirageExperimental and see if that fixes it, it's deprecated on thunderstore but still works

deft cape
#

it's not fixed on experimental

#

so there's two issue i'm going to be trying to figure out, based on reports i've got from glitched npc and lunxara:

  1. sometimes voice clips will repeat without a delay
  2. massive lag issues since the last version for larger lobbies
#

going to be looking into both of these

ionic shoal
#

had some errors pop up in the log regarding mirage, didnt actually witness any issues ingame, though did have some FPS drops, maybe that was caused by mirage, just wasnt attributing it to mirage as it happened at weird times.

either way, hope the log helps fix any issues (the last error i found in the log was a null ref error of some sort.)

deft cape
#

the only null error i see is from MirageRevive, which seems to be from pulling the wrong prefab (seems to be a prefab that extends from MaskedPlayerEnemy and is null for whatever reason, but pointing to the proper masked prefab should fix it anyways)

#

im gonna run a profiler to see where the performance problems is coming from. apparently it's only for 3+ player lobbies but i haven't confirmed that yet

ionic shoal
# deft cape the only null error i see is from MirageRevive, which seems to be from pulling t...

? is this mirage revive then? xD

Stack trace:
Mirage.Domain.Audio.Receiver.onReceiveFrame (Mirage.Domain.Audio.Frame+FrameData frameData, Microsoft.FSharp.Core.FSharpOption`1[T] _arg1) (at ./Mirage/Domain/Audio/Receiver.fs:66)
[email protected] (Mirage.Domain.Audio.Frame+FrameData frameData) (at ./Mirage/Unity/AudioStream.fs:69)
[email protected] (Microsoft.FSharp.Core.FSharpOption`1[T] frameData) (at ./Mirage/Domain/Audio/Sender.fs:62)
Microsoft.FSharp.Control.AsyncPrimitives.CallThenInvokeNoHijackCheck[a,b] (Microsoft.FSharp.Control.AsyncActivation`1[T] ctxt, b result1, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] userCode) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:528)
Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:112)
--- End of stack trace from previous location where exception was thrown ---
<StartupCode$FSharp-Core>[email protected] (System.Runtime.ExceptionServices.ExceptionDispatchInfo edi) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:1798)
Microsoft.FSharp.Control.AsyncPrimitives+StartWithContinuations@1188-2.Invoke (System.Runtime.ExceptionServices.ExceptionDispatchInfo x) (at <12b89e0ba184665de418f7f4c173580f>:IL_0000)
Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:138)
<StartupCode$FSharp-Core>[email protected] (System.Object o) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:181)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)```
deft cape
#

oh i saw a different error

#

that should be harmless since it only happens when you leave to the main menu IIRC

ionic shoal
#

ah ok, didnt know, np, as i said, didnt see any issues, just saw an error!

candid imp
#

@deft cape hi, i have a suggestion

#

could you add a thing where you can add custom audio files to the mod that can play alongside players voices?

#

i had so many funny moments from playing stuff on a soundboard thenhearing it in game in perfect timings

deft cape
#

technically you could do that yourself already

#

if you enable Never Delete Recordings in LethalSettings

#

the recording folder never gets deleted so you can just drop .mp3 files in there

tepid condor
#

And you can just play soundboard soundboard over and over by your self while the group is away

deft cape
#

anyone who's having any issues with mirage, please try out MirageExperimental v0.0.59

  • i've ironed out some performance issues, and when comparing my fps compared to Mirage v1.8.4, the experimental version has a higher fps.
  • the repeating issue that's present in the current version of mirage should also be gone, but i'm not 100% on that since i'm not really able to replicate it myself.
  • lethalconfig support is also added for Mirage.General.cfg. if you need to modify Mirage.Enemies.cfg you'll still need to do it via your mod manager.
  • lethalsettings is now a soft dependency, where mirage can still work with lethalsettings removed. lethalsettings will still be marked as a dependency on mirage's thunderstore package, since it's the intended user experience. if lethalsettings is removed, users will need to modify their settings.json directly from their text editors instead.
  • errors when moving back to the menu should no longer occur anymore.
#

also if you are someone that uses MirageRevive, let me know if you're still experiencing any issues

deft cape
#

i'd also like to know: what volume do y'all set this to? i heard from lunxara and glitched that 50 is a good value to set it to as a default.
looking to change it to a better default since people are saying the default (currently at 100) is too loud

deft cape
#

thanks, would like to see more of what ppl use before deciding if im gonna keep it at 50% as the default

granite musk
#

i have mine at default cuz i keep forgetting about the lethalsetting

#

i think ill have it at 75-80 personally

deft cape
#

seems like 100 is indeed too loud

#

lmk if you also prefer 80, perhaps 50% might be too low

gusty remnant
#

i having mine at 90, yeah 100 is too loud

atomic seal
#

Well, I also set it to 50

#

Yes, here in general the voice volume system is strange, it’s a pity there is no volume ceiling limit...

deft cape
atomic seal
#

I just play as much as I can

#

The players are loud and quiet

#

If only there was a mod that would regulate the volume of voices for everyone

#

But it's just a dream ^^

onyx summit
#

Yeah sorry far 50% seems to be perfect. It feels like it matches the in game voice volume of players well and makes it blend a lot better.

deft cape
#

sounds good ill just leave it at 50% for now as the default

eternal bridge
deft cape
#

i'm thinking of just deprecating the main mirage package and redirecting to MirageLegacy until i figure out all the bugs

atomic seal
#

about mirage 1.8.2

#

I used it once and it spammed a lot with red... it was recording something or something...

#

I still don't understand :с

deft cape
#

can you post a log

atomic seal
#

because before that I skated with several players

#

maybe this won’t happen now, since I’ll become the host

#

But in version 1.8.2 you can hear your voice?

#

Damn, but there is no such setting - to set up copying of voices for each monster, only modded one button :с

deft cape
deft cape
atomic seal
#

Although we with players had previously played on the latest version

#

Until one burped, after which his recording was repeated too often and we grinned in our snot from his repeated burping xD

deft cape
#

that's also the problem with the current version

#

the repeating problem is what im trying to figure out

#

no clue why that's happening honestly

#

@atomic seal quick question, the friend where the recording was being repeated, does this friend use voice activity or push to talk?

#

i think the repeating issue is related to voice activity

atomic seal
#

without Push-to-talk button

#

I won’t say for sure here

deft cape
#

ok i think the issue really is coming from voice activity then

#

thanks for the confirmation

#

Why has Mirage been deprecated?
The current version of Mirage is currently bugged. Players have been reporting issues such as repeating voicelines, voicelines being cut off, etc.
I am currently working on these issues and will need time to figure it all out.
Since Mirage v1.8.2 (the old version before the major changes) worked fine, I have re-uploaded it as MirageLegacy.
Please use MirageLegacy until I push an update that fixes Mirage itself.

TLDR; Mirage bugged. Use MirageLegacy instead, until an update is pushed to fix it.

atomic seal
#

1.12.3 and what has changed there?

#

changelog didn't see :с

deft cape
#

nothing, it's just a readme update to inform users to use MirageLegacy for now

#

i probably should've mentioned that in the changelog...

#

but yeah im deprecating Mirage until i fix these issues

deft cape
#

thanks debby :D

signal quest
#

Why not just upload the older version as a newer(rollback) version until it's fixed? Less manual action on the users part, unless you're wanting to test fixes on the main listing?

deft cape
#

mainly cuz i want to leave it as an option still

#

since not everyone has problems with it

chrome skiff
#

it could be nice to have miragelegacy around as an option even when its fixed too

solemn ridge
eternal bridge
signal quest
#

Can't you select a different version in any of the mod managers? I guess not having the marker for updates being available would be preferred though

deft cape
#

it's just easier to point people towards the legacy package as well anyways

atomic seal
candid dirge
#

I downgraded to Mirage 1.8.2 long ago. Personally it was more because of the LethalConfig (in)compatibility

solemn ridge
#

It has some bugs with some mods for example

#

I know with LobbyControl values don't save unless you change them in the config in your mod manager

candid dirge
#

Good to hear! It's not essential, but it's handy and upgrading only had downside for me so the choice was easy

candid dirge
onyx summit
#

I do want to say @deft cape thank you for all your work on the mods and listening to feedback. I know the work you're doing is a very complex mod and not easy to make and I understand these setbacks are frustrating for you as much as it is to the community if not more because you haven't given up. You continue to try to fix it day after day after day despite you saying you wanted to stop. You wanted to leave us with something bug free before you stepped away. I do hope you can find what's causing it but if you do abandon it and just leave us with Legacy Version we will not blame you. You've made one of the greatest mods that has given us many great memories with the game. Do not be discouraged by the issues. We stand by what ever you decide to do and you know @solemn ridge and I both will continue to help test any future fixes you do. Just remember to focus on yourself and don't push yourself to hard with this.

eternal bridge
#

oh my god that's a lot of words

onyx summit
#

Yes cause I want to send positivety and words of encouragement to qwbarch cause even though there are bugs and players may find it frustrating we have to remember this is more frustrating for him cause he is trying his hardest

deft cape
#

thanks, really appreciate that 🥺

eternal bridge
#

everyone collectively say "we love you qwbarch"

#

we love you qwbarch

thin sonnet
#

we love you qwbarch

nova star
#

we love you qwbarch!

untold glacier
#

we love you qwbarch

atomic seal
#

we love you qwbarch

chrome skiff
#

we love you qwbarch

charred laurel
eternal bridge
charred laurel
#

My point stands

eternal bridge
#

MY point

#

well, heh

#

my point sits.

onyx summit
eternal bridge
#

man i love the mirage mod

#

i like when the funny little mask guys talk

eternal bridge
#

i enjoy this whimsical activity

gaunt atlas
#

cann you make verson for lethal company versin 4? please i neeeed

cursive scroll
#

should I be worried about this part or..

onyx summit
deft cape
#

oh i should probably undeprecate that huh

broken mango
#

What's the issue with mirage currently?

cloud adder
#

some playback issues like repeating lines, playback is cut off, etc

torpid arch
#

oh dear

solemn ridge
deft cape
#

how's weathertweaks nowadays

deft cape
#

it's noticable enough that it ruins the experience so might as well use MirageLegacy for now until i fix everything

buoyant skiff
#

Not quite random. But I thought this was general, for some reason. My bag.

torpid arch
#

as always - bad

deft cape
#

downgrading fixes it

#

can relate 😔

ripe pebble
#

🫡

#

Just here to say thanks for mirageLegacy!

#

i appreciate it while the bugs get fixed

remote galleon
deft cape
spice swallow
#

THANKS FOR LEGACY

torpid pecan
#

This might be cheeky to ask, but is there any shot MirageLegacy could get the feature to specify what modded creatures can mimic voices?
I am divided on which i want to use, since i have noticed some of the issues with the latest like repeating voice lines, but it's inconsistent
But having all modded creatures or none in legacy mimic voices is rough
Legacy already allows for modded creatures to mimic, its just the config for which thats really important

spice swallow
#

also what config option is for legacy there is multiple

cloud adder
#

Mirage.cfg

#

.enemies.cfg and .general.cfg is for new mirage

spice swallow
#

im just doubble checking because im stupid

cloud adder
#

yes

spice swallow
#

would i be good to delete .enemies and .general

cloud adder
#

if you don't plan to go back to new mirage you can delete them

#

if you plan to go back in the future i'd keep them

spice swallow
#

kk

#

thanks

#

:D

eternal bridge
spice swallow
#

uh oh

cloud adder
#

what have you done

eternal bridge
#

im evil ANHAHHAHHAHAHA

cloud adder
#

your a montser

eternal bridge
#

you're* 😈

vast canyon
#

Does mirage use concrete type BasicMicrophoneCapture or interface IMicrophoneCapture (or even it's not using Dissonance) to listen for microphone data? Currently I'm experimenting to replace basic capture to steam API to reduce lag spikes

stone trout
#

mirage not supported ?

broken blade
#

use miragelegacy, latest mirage has some voice playback issues that're in need of fixing afaik

#

see pins

deft cape
#

sadly it still seems to cause the dissonance pipeline to reset quite often so i'm trying to figure out how to make that more efficient

#

also @vast canyon probably better to just dm me for dev questions since i don't always pay attention here

deft cape
#

but i do think i'll have a test ready for the main package soon

torpid pecan
#

it is legacy afterall

deft cape
#

yeah i just dont want to maintain two separate versions

deft cape
#

if anyone who's able to help test, please try out MirageExperimental and let me know if the issues from the latest versions of Mirage has been fixed for you

#

fyi NAudioLame is pulled by MirageCore but is no longer being used so you can disable that

#

there are additional packages now though, and before anyone asks, they're required for it to work properly

#

i rewrote a bunch of stuff, as well as replacing the codec i was using (the way audio was being compressed), which also fixes some issues with audio sounding glitched out at times

cloud adder
#

I see it uses the Opus codec now, how did that improve it in your tests? (Also I will try out experimental in a few)

deft cape
#

main issue with mp3 was that it caused weird artifacts in the sound

#

with opus it sounds a lot closer to 1:1 with wav now

solemn ridge
#

I mean if it's been good in your own tests including testing voice activity that's good

#

Cus the issues were mostly just the repeating and voices suddenly cutting off early

deft cape
#

it works more or less fine in my multi-client lan tests so i just need some actual playtests now

cloud adder
deft cape
#

opus is lossy as well but it's a much better codec for sure

#

uncompressed wav is a bit big still so ive been trying out different codecs and just settled with opus

cloud adder
#

Gotcha

#

If unity supported .flac I wouldve recommend that since it maintains similar quality to wav but takes a lot less space

deft cape
#

i did look into a flac encoder/decoder but it wasn't as simple to use as the opus library

#

after tweaking some settings opus sounds the same to my ears anyways

cloud adder
#

Yeah also due to flac being a relatively obscure format, not a lot of things support it

deft cape
#

the issue with mp3 for mirage at least was that occasional glitchy sound, where it sounds like an issue caused from resampling, except the problem still occured even on the highest settings for the mp3 encoder so i just dumped that

deft cape
cloud adder
#

Hopefully flac becomes more mainstream in the future

rain mountain
#

there would be no point in using lossless audio for mirage. there's no way you would ever be able to notice any difference with all of the audio effects applied ingame, even if you had the world's sharpest ears

deft cape
#

honestly true, as soon as it's played back in game it already sounds like low quality audio anyways

#

which is why for me right now, opus is the same as wav

#

mp3 just had its issues that i couldn't fix so i had to switch

#

was something that plagued the legacy versions of mirage as well, but i didn't realize it was a problem with mp3 until recently

rain mountain
#

opus should be a bit smaller than mp3 anyway

cloud adder
deft cape
#

it's like 1/4 of the size of a wav rn IIRC but i do have it at max bitrate that opus supports

#

so im gonna be playing with that a bit to see what the lowest i can set it to is

#

while not giving away the voices as being fake

cloud adder
#

Mainly the quality I'd want from it is about the same as what dissonance achieves

#

Since dissonance crunches the audio already

deft cape
#

dissonance uses opus as well IIRC

#

at least i remember seeing something with opus in there

cloud adder
#

Wouldn't be surprised

deft cape
#

just try out experimental when you can and lmk how it sounds cuz it should be a lot better now

#

100% gonna get complaints about the amount of dependencies the concentus library pulls but it is what it is

solemn ridge
#

Yeah the amount of dependencies is a bit much 😂

deft cape
#

it is what it is

#

im not changing it

cloud adder
#

Better to make it available separately and not clump it in one package imo, incase anyone needs to use it

deft cape
#

^

#

in the past i caved into what users wanted and bundled them into the same package, but it's pretty terrible practice if every dev bundles the same dependencies

#

and even worse, if some devs uses a different version that ends up breaking their code because others provide a different version

rain mountain
#

of course, the less mods = better performance fallacy

solemn ridge
deft cape
#

it is a fallacy

#

just because i bundle the dlls into the same package doesn't mean better performance

cloud adder
#

You're getting the same amount of code anyway so it is a fallacy

solemn ridge
#

I mean true, I just like cleanliness, lots of dependencies looks like ass

#

XD

#

Cus you can't seperate them into their own category

deft cape
#

sounds like something mod managers can work on

cloud adder
#

I've just accepted modding isn't intended to look clean

rain mountain
#

best you can do currently

cloud adder
#

Rather have something unsightly that works well than something clean that runs bad

deft cape
rain mountain
#

they're just blank mods uploaded to thunderstore

sturdy python
rain mountain
#

i also have some of my own on my thunderstore page

deft cape
#

ah

#

mods also show up in the order you list it in the manifest then im assuming eh

rain mountain
#

not sure

#

this is just how i have them ordered in the manager which seems to carry over fine when shared via code

deft cape
#

oh i didn't know you could move the mods around lmao, interesting

deft cape
#

does anyone here even use the MinAudioDurationMs and MinSilenceDurationMs config options? thinking of just removing them to simplify the config again so it's less confusing for the average user

eternal echo
#

Even though the 'NoRepeat' option is turned on in Mirage Config, the same voice is played repeatedly during the game. Is there a way?

solemn ridge
eternal echo
#

The team talks a lot through in-game microphones, and quite a few voices are recorded. This is a phenomenon where the same voice is repeated throughout.

eternal echo
solemn ridge
#

You don't have both deprecated Mirage and Legacy installed at the same time do you?

eternal echo
deft cape
ionic shoal
ripe pebble
#

if so ive used these cause sometimes they dont shut up

#

I noticed it happens when it does really long lines

deft cape
deft cape
deft cape
#

apparently experimental is broken according to lunxara so dont run it yet, i need to see whats the issue

#

was running fine for me so ill have to check lunxaras logs after

deft cape
#

just tested again, mirage definitely works by itself so it's probably some kind of mod conflict in lunxara's modpack that i'm going to check out

deft cape
#

nvm, turns out there was indeed a slight bug, where if the recording directory doesn't already exists, it fails to create the recording file (basically an issue if you have NeverDeleteRecordings turned off, which is the default

ripe pebble
#

I believe I had that 2 months ago. had to get all my buddies to boot it up join a lobby and then restart for recordings to work

deft cape
#

shouldn't be caused from the specific issue i mentioned since it's only because i switched the audio library

#

so it's probably something different

deft cape
#

pushed an experimental update: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/

i've optimized a lot of things. when testing with 5 masked enemies, i have on average 10-20 more fps with less dips compared to MirageLegacy.
do note that the amount of fps you gain might not be the same as mine, as it'll depend on your hardware.

if you're going to run the experimental build, run it by yourself to make sure it works for you first. while the experimental build works perfectly fine for me (even when testing with multi clients), others may run into issues still. lunxara isn't able to hear voices, and i still haven't gotten to the root of the issue for her modpack.

fyi this now depends on MirageCoreExperimental, and is currently awaiting manual approval, so MirageExperimental itself won't work until the core experimental package is approved

solemn ridge
#

🥺

deft cape
#

ill test rn rq

#

well

#

the thing is i tested on your pack last time and it worked for me 🤔

#

so maybe it's some hardware thing that i didnt take account of

solemn ridge
#

Yeah but last night it didn't work on my pack remember, the error spam

#

lol

deft cape
#

oh right it broke after the 2nd code

solemn ridge
#

I can try sending a new code btw for you to test it on, since I'm making some tweaks lol

deft cape
#

yea sure

deft cape
#

pushed another experimental update: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/

this version (v0.0.68) is purely an optimization update. previously a lot of arrays were being allocated when processing audio, whereas now a good amount of them are pooled.
i'll still be going through more areas where i can avoid array allocations to further avoid any GC issues

#

if anyone is able to test, please test and let me know how it works for you. i haven't gotten any feedback in any of the recent updates, and i can't fix issues if none of them are reported to me.
it's working quite well for myself personally so if there's no feedback in a couplel days i'll just assume it's stable enough for the main mirage package

vivid yoke
#

I’ll try out this patch! I’m playing the challenge moon tonight so I’m not sure how soon I’ll get to hear the mimics but will let you know!

solemn ridge
#

I would recommend waiting til barch does away with said dependency

#

Since 99.9% of users won't even be able to use it

deft cape
#

didn't know long file path support was required but

#

that dependency is going nowhere, since it's needed for optimizations

#

if users don't want to enable it then the alternative is miragelegacy

cloud adder
#

is long file path the thing of making your computer go over 260 chars for MAX_PATH?

deft cape
#

yeah, TIL since lunxara brought that up to me in dms

#

apparently you can load files for longer than MAX_PATH but that'd require the fix to be part of the mod managers themselves

cloud adder
#

Well yeah I imagine it's out of the scope of what bepinex is capable of doing

solemn ridge
#

Yeah it was something I had enabled when still on Windows 11 cus I needed it when making mods for Cyberpunk but forgot it's disabled on fresh installs of Windows 10 and 11

#

and I rolled back to Windows 10 cus 11 24h2 has been a complete dumpsterfire that feels like a broken alpha build

deft cape
#

i don't have it enabled and haven't hit MAX_PATH so i just never knew it was even a thing

#

so the simplest fix for this is actually to just re-upload it under MirageCore with less nested folders

#

so that's a win for ppl who hate extra thunderstore dependencies even though that's actually not a good thing IMO to require mods to reupload these dependencies when they need them

deft cape
#

alright i ended up re-uploading the binaries with less folders in it so it shouldn't require long file support anymore

cloud adder
#

ohhh thats what those mods were

#

i thought it would've involved something like changing a windows registry lol

deft cape
#

if enabling long file support it's done by powershell apparently (im assuming it does require a registry change, it's just what i was told by lunxara)

cloud adder
#

powershell probably has a safe command for it

#

i'm just more used to original cmd and regedit

deft cape
#

actual og 😂

#

@vast canyon i have a question for you since you're always heavily focused on performance. it seems your dms are disabled so hopefully it's fine if i ask you here.

i'm trying to get rid of as much GC contention as possible, and i've gotten to one issue.
for most areas where i'm processing audio, i'm now pooling the arrays, but when it comes to unity rpcs, for example:

[ClientRpc]
void SendFrameClientRpc(byte[] pcmData)

on the sender side, i can still return it to the array pool after calling the rpc method.
on the receiving side however, since it's allocated by unity, i don't have the option of returning it to the array pool.

do you happen to know or have any ideas on how i could potentially avoid so many heap allocations here?
i'm assuming there's not much i can do here though honestly

#

oh wait i just remembered INetworkSerializable is a thing

#

looks like it is possible then

signal quest
#

MirageCoreExperimental has vanished but it's still a dependency for MirageExperimental?

cloud adder
#

it is gone from thunderstore website, but its still available for download in modman

deft cape
#

it's because it's awaiting manual review

cloud adder
#

did it get flagged or something?

deft cape
#

whoops i was going to explain why but ended up getting distracted

#

MirageCore and MirageCoreExperimental always gets flagged because it contains native binaries

#

the update to MirageCoreExperimental is just a manifest change, so you could technically use the last approved version (v1.0.3)

#

difference between that version and the current version (v1.0.4) is that in v1.0.3, it contained:

in v1.0.4, MirageCoreExperimental no longer depends on those packages (those binaries are now part of the concentus package itself, as a workaround for the long path issue that lunxara mentioned earlier).

tldr; remove the four packages mentioned above if you're using MirageCoreExperimental v1.0.3 on the latest MirageExperimental update

cloud adder
#

i thought there was another System package that it downloaded when i last checked experimental, so i went back to look and now it isn't showing on modman at all

deft cape
cloud adder
#

i guess modman's list cache wasn't updated yet, and now it properly removed it

#

that mustve been it

deft cape
#

oh crap i guess gotta wait till the mods approve to use experimental then 😔

cloud adder
#

once experimental gets approved again i can try it again, last time i tried none of the mimics said anything so i hope that wasn't a problem with this mod

deft cape
#

when's the last time you tried? was it one of today's updates?

#

could've been from the long path issue tbh

cloud adder
#

last time was on the 1st

#

idk if it needed long path before but it did have the 4 .NET packages

deft cape
#

it def had the long path issue then

#

it's specifically the System.Runtime.CompilerServices.Unsafe package that causes it

cloud adder
#

ok

#

i thought it was the way i was spawning them

#

cus i tried spawning a few with imperium first and then let one spawn naturally, but they didn't talk

deft cape
#

yeah it sounds like the mod just wasn't even running cuz of the long path issue

cloud adder
#

well that's good to know

#

new version should run fine then

deft cape
#

yeee just gotta make sure to remove those unused system packages

#

as far as i can tell everything works fine (functionality wise) so i'm hoping nobody runs into the repeating issue anymore

#

and whatever else was reported

cloud adder
#

it's weird cus i never had the repeating issue with the base package

deft cape
#

are you on push to talk?

cloud adder
#

it ran like it did before the revamp

#

no voice activation

deft cape
#

what about the no delay issue? glitch sent me a clip where a voice clip sometimes plays right after another

cloud adder
#

i don't think i got that either

deft cape
#

weird... well i've also never run into that either which is why it was so hard for me to fix it

cloud adder
#

every mimic would wait at least 5 sec before saying something (which is how i configured it)

#

it could just be my computer too, it runs really bad in some spots but runs other things way better than others

deft cape
#

i wonder what the exact issue is that some players run into it and some don't lmao

#

yea no clue 😅

cloud adder
#

if i had to take a guess it could be strain on the processor for weaker devices/devices running more intensive programs, or the dissonance thread acting up

deft cape
#

so originally i thought it might've been because of the dissonance pipeline being reset, and on my end not handling it properly

#

but i did add a bunch of changes to actually handle that and it wasn't fixed so

cloud adder
#

is the dissonance pipeline resetting what causes the buzzing sound ingame?

deft cape
#

if it's that occasional glitchy sound it's actually because of naudiolame

#

which is the main reason i dumped it for opus instead

cloud adder
#

i mean it more like the buzzing from other players that mainly occurs during moon loading

#

cus that happens in basegame

deft cape
#

ah that

#

yeah that's because of dissonance resetting

cloud adder
#

gotcha

#

tbh dissonance resets are really funny to me so i'm glad they haven't been fixed yet

deft cape
#

oh currently i have it set to just not save the audio file if dissonance resets in the middle of a recording

#

so while dissonance still resets more often than i'd want it to

#

it won't have those shitty audio clips anymore (or in your case, funny ones 😭)

#

or maybe that's not even what you meant and i just misunderstood lmfao

cloud adder
#

i don't mind that the mimics don't use those clips, dissonance resetting as much as it does just leads to really well timed moments with my group

#

the mimics using those clips would probably make it get old after a while anyway

deft cape
#

ah you mean vc itself eh

deft cape
cloud adder
#

yeah

unborn jasper
#

Oh, I now see what those messages were all about LOL.

#

Yeah okay, I guess you need SOME of that lol.

Still though qwbarch, they should be in your plugin, not BepInEx/core

  • They should be in a flat layout (e.g.: "beside" your DLL) not below it.
#

NTFS limits 255 characters per part, and 4096 characters for the full path.
HOWEVER: explorer.exe in Windows 10 without large file paths is limited to 511 total length (!!!!)

solemn ridge
#

Microsoft can't pay me to go back to Windows 11 btw, dealt with 24h2 being the buggiest, broken shit ever for 2 months only for them to repeatedly drop features instead of bug fixes cus they thought moving important bug fixes to gradual rollouts was smart and even though I have a 12th gen system everything is smoother than the entire year I used Windows 11. If they truly don't just extend support for free and make people pay for it I'm probably just gonna pay the 30 dollars to extend support 11 is too bloated and buggy

#

They're too focused on ai and other shit now

#

The issues it came with got reported months in advance by their insiders and they didn't listen

#

Like unless I see them genuinely improve 11 in some way to where it's actually better than 10 and not just a lot of marketing bs I'd rather not touch that os ever again lol

solemn ridge
# cloud adder i don't think i got that either

I can say with 100% certainty you would have ran into the issues and you probably just didn't notice it, it was happening to anyone who used voice activation and recurred constantly when people were streaming the game with it lol

#

I could always repro it easily by spawning a masked with Imperium

deft cape
unborn jasper
#

These issues would happen to anyone who:
A) Isn't a developer (installing Git for Windows enables long path support if you haven't already.)
and/or
B) Is using an older version of Windows 10 or earlier (22H2 for example.)
or
C) Anyone who is using another partition schema than NTFS, such as EXFAT, FAT32, etc.
or
D) Anyone who moved their profile directory somewhere deep

deft cape
#

A explains why i never ran into the issue when depending on the System.Runtime.CompilerServices.Unsafe package itself, never knew git enables that

unborn jasper
#

ye, Git for Windows installer also enables symlink support (if you don't turn it off)
which isn't enabled for anyone else (your users) unless they are also developers
[[ this won't affect you, but is another example of a huge gotcha. ]]

solemn ridge
# unborn jasper ye, Git for Windows installer also enables symlink support (if you don't turn it...

Yeah when I had Windows 11 installed I manually enabled Long File Path support cus it was needed for WolvenKit which is used to create mods for Cyberpunk, but since I haven't made use of that in a long time I didn't remember it would need enabled on Windows 10 when I had to downgrade due to frustration from constant issues. Preferably I would have just created installation media for 11 23h2 so I could have downgraded back and called it a day but Microsoft being Microsoft decided to update all the install media to 24h2 when that build is broken to shit

unborn jasper
#

I prefer to stay on Windows 10 22H2 , which you can do easily with a Group Policy seting.

#

Computer -> Administrative -> Windows Components -> Windows Updates -> Windows Updates blah blah

solemn ridge
#

I already did a registry edit to restore the seconds on the taskbar clock

signal quest
#

Symlinks aren't enabled by default? Huh, though that was a fundamental thing on NTFS