#Mirage

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ionic shoal
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just gotta find the animations + controller from those folders

deft cape
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ohhhhhhhhh so i dont even need to be using unity editor for this then eh

ionic shoal
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you do, if you want to edit/fiddle with the animations

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and make the bundle

deft cape
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ah

ionic shoal
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like i assume you plan to only use animations for holding items, and maybe using them

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not all of the animations, so to cut down on bundle size, you could remove everything from the controller you dont need, and remove the extra animations.

deft cape
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yeah i'll only grab the holding ones

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since unlike LI i don't plan on changing the AI or anything

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so no need to use items or anything

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okk thanks for the hints :D

ionic shoal
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np, when it comes to me adding stuff to LI,. i will be asking you for help back as i still dont have it 100% working, all i see is masked spawning with the player kneel animation xD but i was using the wrong controller anyway.

deft cape
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so i see a HoldPatcherShockLeft and HoldPatcherShockRight, but what is this even for? ๐Ÿค”

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don't see anything from a quick google search (for a patcher item)

ionic shoal
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Zapgun, when browsing the controller in unity look at the parameters, they are the triggers we use in code

deft cape
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ohhh okok

ionic shoal
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So it will be "HoldPatcherTool" for the zapgun

oblique galleon
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yeah zapgun is just patcher tool internally

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it patches bad mods like mirage into good mods trust

deft cape
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that's some magic zeekers is doing ๐Ÿ”ฅ

grave vault
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hey wait

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how feasible is it to add a jump animation to the mask then

grave vault
deft cape
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doing anything more than jumping in place to look realistic would require changing the masked ai

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so that's out of scope for mirage

deft cape
grave vault
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a jump while in place would honestly be incredible tho right?

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during the stop and stare function, a chance to jump?

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idk if its easy to hook into a function with c# tho

deft cape
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eh i don't want to patch the masked ai nor do i think it'd be able to fool people too well

deft cape
grave vault
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no worries

grave vault
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my experience is in LUA haha

deft cape
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yeah unity with bepinex makes it super simple thankfully ๐Ÿ˜„

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@ionic shoal lmao i ran into the same issue i had when i was running LI without your asset bundle before

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all T-posing

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guess i didn't do the asset bundle properly

grave vault
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lol

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btw, why dont you think it could fool people well

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sry if its annoying to ask, i just like hearing your opinion and its great seeing someone like you around so much

deft cape
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nah it's all good

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personal opinion but i just think it sounds a bit obvious

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although ofc staring is also pretty obvious

grave vault
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yeah lol

deft cape
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but for AI changes i'd recommend just using LI instead

grave vault
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just thought itd be like that initial encounter "are you real

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true

ionic shoal
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and the bundle name

deft cape
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cuz imo it's just not worth adding something that's basically just as obvious to me

ionic shoal
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i had the same issues

deft cape
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yeah that's what i'm looking at rn

grave vault
deft cape
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i don't think i even set up my bundle properly anyways though

grave vault
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but yee

deft cape
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cuz my file is like 2kb lmao

ionic shoal
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the controller will end in .controller

grave vault
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this animation stuff your doing to make the scrap work is awesome

ionic shoal
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the bundle may or may not, depending on how you named it

deft cape
grave vault
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love how you went from "hold scrap" to making it all seemless

deft cape
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i would rather just get the current held items stuff fixed and then go back to doing work

grave vault
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yeah very true haha

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what do you work as

deft cape
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oh by work i meant school work

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i'm not employed xd

grave vault
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oh ๐Ÿคฃ

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wait how old are you, 19/20?

oblique galleon
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It also contains anim events ig

deft cape
grave vault
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๐Ÿ’€

deft cape
ionic shoal
ionic shoal
eternal bridge
deft cape
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never took education seriously before so i'm going back to do my undergrad soon

deft cape
deft cape
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while i was able to make the default masked animations work again, i definitely didn't setup the held item animations properly

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so i'll have to figure that out later

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it's definitely what u and xu said about uh

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making the thingies link together

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type shi

eternal bridge
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he's got his arms out for a big bear hug

deft cape
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oh ๐Ÿ˜‚

deft cape
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accidentally made them start lifting instead ๐Ÿคจ

cloud adder
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the masks on the grind fr

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it would be so funny if they start mimicking LethalHands behavior after this

deft cape
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lmaoo

eternal bridge
ionic shoal
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looks like a loop xD

deft cape
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yeah it's cuz i didn't setup the animation state machine properly

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it kept going back from 1h animation to nothing

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Mirage v1.23.1 is released:

  • Fixed the broken held item positions (e.g. the engine item was too low).

Huge thanks to XuXiaolan and VirusTLNR for teaching me how to use the Unity editor to grab and extract the held item animations myself (I'm a complete noob at Unity). This update would not have been possible without their help.

Check out XuXiaolan's CodeRebirth 2 and VirusTLNR's LethalIntelligence!

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@oblique galleon @ionic shoal thx fr for all the help ๐Ÿฅบ

oblique galleon
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noice

grave vault
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sorry to annoy you
@deft cape
I believe thats a typo?
when LI is installed
or
with LI
otherwise its grammaticlly a little off

deft cape
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oh whoops

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yeah i meant to say when LI is installed ๐Ÿ˜‚

grave vault
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lmao thought tho

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gonna KMS i made a typo while correcting a typo

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i am the epitome of reddit mod

deft cape
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i didnt even notice ngl LMAO

grave vault
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same for yours, that was my third time reading it to notice

deft cape
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i never once noticed it either ๐Ÿ’€

grand herald
vast canyon
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๐Ÿ˜ผ ๐Ÿ‘…

deft cape
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i forgot to address this, whoops. will have to do this in like a couple weeks cuz my break is over but i'll definitely get to this at one point

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ok wait what should the behaviour even be? i was thinking of simply hiding the reservedflashlightslot flashlight by default and only show it when mirage successfully rolls to hold a flashlight item, but since it's a separate slot it probably makes sense to sometimes have that flashlight while holding another item (like it already is)

quick remnant
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tysm! Also I'm just testing the new update rn and spawned a few masked and got a new error lol

deft cape
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oh wtf

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i hope it's not too game breaking

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wont have too much time to test tomorrow ๐Ÿ˜…

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idk how i missed that when i was spawning hundreds of masked earlier

quick remnant
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seems to be ok, I think. Still spamming the log despite the masked all being dead now though

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also this guy spawned with a knife (from buyable knives I think) and his animation was acting like he didn't have one

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but the shovel guys looked perfect

deft cape
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im not sure if i dragged something in from unity editor by accident that's causing the player animations thing

quick remnant
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but in his hand (well, next to his hand not perfectly in it) he did have a knife

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so it just didn't register the animation properly or something

deft cape
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ah

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i'll write that down to fix

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that's probably gonna be lower priority for me

quick remnant
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npnp

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Trying to figure out some patterns for the other error atm

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I was going to say it happened with all the masked, and seemed to persist until I deleted their bodies with imperium

deft cape
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gonna try and do a quick test rn

quick remnant
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But I just spawned one that isn't giving the error but he did try to spawn with a phone from the looks of this error

deft cape
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oh yeah that's just the same error that'll be fixed when scoops updates lethalphones with a new version of mirage

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wait for the reservedflashlightslots

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what do u think i should do for that cuz i just wanna write it down b4 i forget

quick remnant
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yeye lemme think

grave vault
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wdym what you should do

deft cape
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cuz the current flashlight config wouldn't make too much sense anyways

quick remnant
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Well the way it works atm it only gives them a reservedflashlight if the player they're mimicking has one

grave vault
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same as reserved walkie right?

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yh

deft cape
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ah damn another thing to account for eh

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tbh it might make more sense for it to be configurable on their end

quick remnant
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So as far as them having flashlights, I think that's fine. The best thing possible imo (but maybe harder to implement) would be a chance for them to turn their light on/off and then have that be configurable. Sort of like the min/max amount of times in mirage/phones between a masked making a call to a player

deft cape
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yeah for that i think i'm gonna pass on for now since i just wanna keep it simple

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like for turning it on/off i mean

quick remnant
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Or simpler and the current way the other lights work is just a chance they spawn with it on or off

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Could also make it so they always have them on while inside and off while outside, idk how annoying that is to do. But that would be more convincing and still simple than masked walking around in the dark with no light on or outside with a light on

grave vault
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yeah

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i like the flash being turned off on a timer like the voice lines

quick remnant
grave vault
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yeah of course

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just noting it while on the topic

quick remnant
grave vault
quick remnant
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bc otherwise it's a whatever percent chance the masked gives it away by walking around with a light on or off in the wrong context

quick remnant
grave vault
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ah ok

deft cape
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do u happen to have a github acc cuz it'd be easier to just write down those ideas there actually

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i might do the interval thing but idk yet

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i'll think about it way later when i have the time

quick remnant
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I don't ๐Ÿ˜ญ

deft cape
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all good i'll just write it down

grave vault
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i could, but i rarely open it lol

quick remnant
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Here I'll summarize em here so you can just copy if that helps

grave vault
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where on github would you want it

deft cape
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what i got so far

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idk if im missing anything

quick remnant
deft cape
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would need to elaborate a bit on compat cuz im not even really sure what to do

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since it technically works fine rn since it's a separate slots anyways

quick remnant
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Well its just with that mod it makes them hold a separate flashlight if they spawn with a mirage flashlight

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Even without compat being fixed (but especially if it was) I would recommend to anyone wanting to play with mirage and wanting more convincing imposters to use RFS and I'm actually annoyed at myself for waiting so long to use it lol

deft cape
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couldn't u set the flashlight to a weight of 0? or are u thinking more of a % chance for the reserved flashlight to be on the masked enemy

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if it's the latter then IMO it makes more sense for the reserveditemslots author to do

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i'm not saying i won't do compat btw, just trying to figure out what a proper way of doing it is

quick remnant
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the way it works for determining whether or not to give them a RFS flashlight is fine bc they won't if the target doesn't have one or is dead

deft cape
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ah so it's basically everything on the TODO list i posted then

quick remnant
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ye, just applying it to that flashlight slot too

deft cape
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well the first point rather

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aightt

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so in that case

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i'll just make it so that if RFS is found

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flashlight weights will always be 0 so it'll only ever use RFS flashlights

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and then the configurable on/off stuff will work on RFS instead

quick remnant
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Like I said idk if you use it when you play - if you get time to play with your own mod lol - but I recommend it, espec with this new item update

deft cape
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i haven't played LC beyond testing mirage for over half a year now ๐Ÿ˜‚

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but if i do play again i'll definitely try it out

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only never used it before because we wanted to stick with zeeker's balancing of item slots

quick remnant
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That's fair, that was actually the main reason I held out for so long. I used the extraslots to get 5 slots, but then I wasn't sure to add ANOTHER (tbf only flashlight) slot, or remove a slot, or what

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After trying it with 5 free slots + RFS it's actually been fine. Probably wouldn't be if my players were better LOL but the weight mechanic actually balances it out well

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and makes people actually bring items like lockpickers

deft cape
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i certainly wouldn't be against it anymore since i'd actually be able to hold flashlights again

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in all my last runs i stopped using flashlights so i can get into the dungeon faster and hold more items

quick remnant
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Ye that's sort of the logical conclusion of the zeekers slots. I also added true darkness to make that harder to do.
Since adding RFS multiple times I've walked right past or through emptyhanded people on my team who weren't talking and were just wandering around, and a second later realized they could have easily been a masked and I wouldn't have known.

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Hey btw do the items the masked hold - are those items that can spawn in the level, or ones that have spawned in the level?

deft cape
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i love true darkness so much

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makes flashlights actually valuable

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too bad for me that my friends absolutely hate it

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to the point that they didn't wanna play if i kept true darkness in

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๐Ÿ˜ญ

quick remnant
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Did you try the ping light mod? I forgor what its called

deft cape
deft cape
quick remnant
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that was my compromise, lets you walk around in the dark with light every second or so. does that horror movie "scary monster appears in flash of lightning" effect when you do run in to something

deft cape
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ohhh that sounds kinda fun actually ๐Ÿ‘€

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would have to see what that's like

quick remnant
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second screenshot was a lil brighter bc a masked came up and shone a flashlight down the hall lmao

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I use betterscanvision and scanrecolor, and you can adjust how much and far it lights stuff up, it's very cool! The only thing is I was hoping to allow people to customize their own light colors but the config uses the hosts config

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Ah the shotgun animation works! Someone on our team typically carries one if possible, so this is huge for us tysm!!!!!
I noticed I can scan it while the masked holds it, and it went off after the masked was dead. I wonder if it could go off randomly while they hold it? That would easily be the funniest/most unlucky way to die lmao

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Someone would just think their teammate murdered them

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So yes just the knife animation for whatever reason isn't registering. everything else looks great!

lyric kestrel
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Suggestion: V69.69.69 @deft cape will mimic your friend's sound using his own voice. He'll watch your game the whole time and mimic it in real time.

ionic shoal
ionic shoal
ionic shoal
# deft cape too bad for me that my friends absolutely hate it

same situation for me, although, i have to say, the "true darkness" seems to have an added effect i dont like from what ive seen (like, literally instantly outside of the beam of light, its darker than it should be. i tried configuring it to various levels, and it always looked weird xD

stray osprey
oblique galleon
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It would be on lethal phones end no mirages end

stray osprey
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aah alright

deft cape
deft cape
oblique galleon
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on your animatoin timeline

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you'll see bars that indicate animation events

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u just gotta get rid of em

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by pressing em then pressing delete key

deft cape
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oh that's it? nice tyty ๐Ÿ˜‚

oblique galleon
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that little blue rectnagle

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in the center

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yeah

deft cape
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saving my ass hella hard again

oblique galleon
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lol

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i think unity gets it via reflection which is why it'd error if it doesnt exist

deft cape
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yeahh makes sense

ionic shoal
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yeah id dint know that easy way to remove them... xD i only new to look through the text of the controller to find it.

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and i only vaguely remember what i was looking for too, just knew it was an event.

quick remnant
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forgor to check if other items do that.... btw tools almost all have scrap values, which is fine. just wanted to mention it!

quick remnant
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Ok I just checked it again and a shotgun masked wasn't scannable. The knife wielding one had a scannable knife, though the animation on that is borked still ofc so idk if the game even really considers him holding that

deft cape
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hmm that's weird, I double checked my code and it tries to disable the scanner before equipping the item

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whether it's a store item or not

deft cape
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I'm assuming all store items should have a value of 0?

quick remnant
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Some store items had no value also (as they should)

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Not a biggie tho. All I'm hoping for now is the knife anim to be fixed and then that RFS config whenever you have time greed

deft cape
onyx summit
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So far clients are not seeing the items in the mimics hands.

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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PlayerAnimationEvents.UnlockArmsFromCamera () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0000)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
PlayerAnimationEvents.UnlockArmsFromCamera () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0000)

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This spams when a mimic is present

onyx summit
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Can confirm the newest update causes clients to not see items but reverting it back seemed to fix it.

deft cape
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damn i only tested multi clients b4 the latest client so i missed that

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will push an update soon-ish

cloud adder
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oh yeah just got that too

deft cape
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yeah it's the thing that xu mentioned how to fix

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gonna work on it now

deft cape
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something seems to be wrong with my install right now

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i thought i broke yet another thing on mirage

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since for me masked aren't really able to move on the clients

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but this is happening on a clean profile for me

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items are being held on clients now as expected with the player events error gone

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so i'm just going to push an experimental build and wait for feedback before pushing it to live

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since i can't properly test it myself

deft cape
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alright i've pushed an update on experimental for now

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like i said i couldn't test it properly since it lags on my non-host clients even on new profiles

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so i'm assuming it should work fine

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(ignore the fact that the experimental build is deprecated, i'm leaving it marked as that to hide it from thunderstore's search)

solemn ridge
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I mean if it's a fix Xu told you to do generally it should have been safe to push live to Stable

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Xu's a good coder

deft cape
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the clients not holding their items was actually a different issue

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that's what took me a bit to fix

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but bcuz i can't test it myself i'm just not sure if it properly works

cloud adder
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i'll try it

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its just a fix for the nullref earlier rightr

deft cape
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tyty

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well that + fixing the client side not working

cloud adder
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ok so

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i didnt do testing on client side fix

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but it is no longer spamming nullrefs

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i was worried that the masks werent spawning with items at all since i went to a moon with them 3 times and didn't see them holding any

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but on the 4th time i did find one holding a 1 hander

deft cape
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I hope that was just rng choosing to not hold an item ๐Ÿค”

cloud adder
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i think it was

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my config has the chance lower than default

deft cape
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nice don't have to worry about that then ๐Ÿ˜‚

cloud adder
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i could try to do a lan test for client with mirage experimental

onyx summit
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running a quick test with a network client.

onyx summit
cloud adder
onyx summit
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@deft cape just did a quick test and it is working ๐Ÿ˜„

cloud adder
onyx summit
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But it worked great in both your Lan test and my network test and @deft cape Screw you for making this mod even more scary lol it got me good tonight on a couple occasions.

cloud adder
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real

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last time we used this mod in a session the item chance was too low so nobody saw it

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but next time i imagine it'll trick some people

onyx summit
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I had it cranked up lol

cloud adder
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yeah i turned the chance of them spawning with something down

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but i probably did it too much

deft cape
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@cloud adder @onyx summit thanks for helping testing :D

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gonna push it to stable now

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really weird how my lan test was so bugged even on a clean profile but it is what it is

cloud adder
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lan test is funky

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my lan host was using over 2gb more ram than the pack usually uses

deft cape
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wtf

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im just gonna push anyways and pray it's fine based on glitch's test

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time to see if i wake up to blowing up people's modpacks i guess

hidden reef
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Is 3% like super common or smth?

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I have it set to that and there's 1 or multiple masks spawning every moon ๐Ÿ˜ญ

copper valve
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set what

hidden reef
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The spawn chance for masks

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?

copper valve
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somehow i remember it being a multiplier thats why i was confused

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i have it set to 1,3 after tinkering with it a bit

hidden reef
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I thought it was a % chance?

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Alright

copper valve
hidden reef
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Though I do see a notification saying that the mask weight is over 100 in the logs so maybe it is?

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Strange stuff

onyx summit
# deft cape im just gonna push anyways and pray it's fine based on glitch's test

My test was just a quick simple test to see if a client could see the weapons. Overall it felt fine. If there are any more issues let me know and when I have the time I'll run some more in depth testing.

Literally had a moment where I knew a player died then a couple minutes later (cause of night of the living mimic) they got up and I walked past them and thought nothing of it cause of their item....well once I realized I walked into a dead end it click that I remember they died and turned around and there he was still with an item ๐Ÿ˜†

deft cape
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lmao gotta love those moments

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all good with further testing though, if there are any issues i'm sure people will report them from their playthroughs

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thanks again for the test :D

deft cape
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the percent chance is run a lot of times throughout a day

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if you've ever used Lethal Quantities and seen the percentage chance there

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it's pretty much that

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which is why i have it at 0.5% by default rn to make it not as common as it used to be

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also to correct u guys, it's not a multiplier

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i may just change this to being weights instead cuz it seems to be confusing a ton of ppl

hidden reef
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Normally at least

deft cape
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idk i haven't played much since the time i implemented that feature

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i'd try leaving it at the default

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if it's too high then try lowering it

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like if the default (0.5%) is too high maybe 0.1% would work

hidden reef
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Alright

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Well I gotta figure out which mod is making masks be over 100 weight than greed greed greed

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Cuz if it's just a % than that shouldn't be happening

deft cape
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it's mirage lol

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it can be depending on what your other monsters are

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1% is really high for calculating weights

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like i said just try the default percentage

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and if it's too high then lower it to 0.1%

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and if that's still to high you can keep lowering it

hidden reef
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That's

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Yeah no switch it to weights

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That's dumb

deft cape
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there's a reason i picked that

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i wanted an equal percentage on every moon

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because i want to see masked at an equal percent every encounter

hidden reef
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I mean

deft cape
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so no it's not dumb :)

hidden reef
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So

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If it's put to 1%

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Is it a 1%?

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Or is it

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More

deft cape
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it's 1% every time the game tries to spawn an enemy

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and because it does it so often

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1% is a very high chance to spawn

hidden reef
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Ok but like

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In adamance that's only like a 39% chance at most (I put the chance to 3%)

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If I remember adamance having 13 indoor power

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And yet I was still seeing 1 or even 2 masks every day

deft cape
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if you wanna understand how it works just download LethalQuantities

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when you set a weight it shows its percentage

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i calculate the weight based off the input percentage instead

hidden reef
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Alright

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I'll just set it to the default value

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Lol

quick remnant
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Personally I like the maskedenemyoverhaulfork setting that sets it to the bracken spawnrate

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Otherwise masked are usually too rare or too common

ionic shoal
# quick remnant Personally I like the maskedenemyoverhaulfork setting that sets it to the bracke...

The bracken spawn weight is still just a weight. But if you mean because it changes across moons, that's fair.
Personally I found setting as 2% meant sometimes it was masked masked masked, and other times it was no masked.

But, you could just disable mirage spawning and use vanilla weights, then configure the weights in LLL config for a similar level of randomness.

Using the bracken spawn weight imho means if your likely to get a bracken, your likely to get a masked, I personally rather they aren't bosom buddies and in some cases. 0% chance of a bracken with a high chance of a masked, and vice versa.

grave vault
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I feel like the best solution is setting the weight or percentage for all planets and having you be able to override that in LLL, if you want to be planet precise use LLL, otherwise set a simple single value for every planet

ionic shoal
grave vault
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Yh mirage does it % based on every planet

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Tho idk if percentage makes all that much sense when everything else is by weight

ionic shoal
grave vault
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Yeah thatโ€™s what I image % means and if heโ€™s said that I believe it

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Most logical option

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Hopefully LLL is set based on that and can override it?

ionic shoal
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i assume its the other way around, LLL values are read, then modified.

grave vault
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Ah

deft cape
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if one wants to use LLL to set the weights they'd have to disable spawn control on mirage

grave vault
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Thank you

quick remnant
# ionic shoal The bracken spawn weight is still just a weight. But if you mean because it chan...

Ye the sort of dynamicism between moons has been why I prefer it. If I had sufficient experience on all the moons I have installed and a lot of time to ponder setting the weight manuallywould be better.

Brackens are set decently rarely on most modded moons, suiting masked. and idk how it works exactly but making them share the weight has been fine since bracks are set to only spawn one and (I think?) then there's less of each.

#

More flat rates of modded creatures like 096 have given me more trouble where they're either too rare or too common ๐Ÿ˜”

#

Oh also zombie apocalypse mode is epic

quick remnant
#

Did the latest update fix the knife animation thing if anyone knows? No biggie if it didn't I'm just wondering if I should make a note to turn off knives in my config. I won't be able to actually check for a few days.

ionic shoal
#

maybe what would be nice.. is a "force item to spawn" option, for testing to see if an item looks wrong, cause i would say "use imperium to spawn masked until you get the item you want to see" but that could take years lol.

deft cape
#

also just pushed an update to hotfix the potential conflict with LI

#

oh yeah i'll try and add the reservedflashlights fix sometime if i can, but for all the other planned changes i'm probably not leave it as is for awhile

drowsy rapids
#

Dunno if this is of any use to yall but I know you guys wanted to use whisper in the past

deft cape
#

oh v2 is already dropped due to time constraints

cold quiver
#

Is it possible to make the voices pitch go higher or lower depending on the monster, like the other voice mod did?

deft cape
#

wouldn't be part of mirage itself

#

not planned to have a feature like that

tall adder
#

@deft cape Mirage.Core got rejected and I reinstated it for you

#

wait are there two of you?

deft cape
#

uhh u mean for discord users? it's just me

tall adder
#

Okay nevermind, discord wasn't loading your profile and I thought it pinged the wrong person

#

I'm assuming you didn't upload a virus cuz its u but it would help to know which of the 5 assemblies is the one downloading things so I could actually review it

deft cape
#

only change is that i added Mirage.Core.Plugin.dll

deft cape
tall adder
#

It might be a method you don't use in one of the system or FSharp dependencies you include

deft cape
#

fsharp deps shouldn't be downloading anything

#

i highly doubt System.Threading.Channels.dll would either

tall adder
#

Could be a false positive

#

It happens

deft cape
#

yeah i'd be surprised if it's actually downloading anything

tall adder
#

Okay, yea, its FSharp.Core and some compiler generated stuff

#

๐Ÿ‘๐Ÿฝ

#

anyway my groceries just got delivered, waah

deft cape
tall adder
#

It has a few methods that could download stuff that is like

internal sealed class WebClient-Download@2354-1 : FSharpFunc<Unit, Unit>

internal sealed class downloadAsync@2334<T, a, b, c, d> : FSharpFunc<Tuple<FSharpFunc<d, Unit>, FSharpFunc<Exception, Unit>, FSharpFunc<OperationCanceledException, Unit>>, Unit> where T : Delegate where c : AsyncCompletedEventArgs

And all of them have compiler generated attribs

#

Think I'm legit not really sure what all the methods in this block are doing but its not your code

deft cape
#

interesting

deft cape
#

Mirage v1.25.1 is released:

  • Optimized startup time
solemn ridge
#

Ooh

#

I'm all for even faster boot times yoiled

cloud adder
#

How'd you manage lower load times?

solemn ridge
#

Mostly cosmetic mods

#

If cosmetics aren't in a merged bundle they add the most to load times

#

Thus these updates

#

For example

deft cape
# cloud adder How'd you manage lower load times?

so the main startup bottleneck seemed to be with with BepInEx loading my dependencies on the main thread (pretty sure it was FSharpCore being huge that was causing the slowdown).
the fix was pretty simple: i made another dll (in c# so that bepinex doesn't try to load FSharpCore on the main thread), load my dependencies on a different thread, and then run mirage

deft cape
cloud adder
#

oh nice

eternal glen
#

Hey, with the past few updates I've been getting this error in the logs a lot while playing and haven't noticed any voicelines coming from enemies:

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Mirage.Domain.Config.getConfig () (at ./Mirage/Domain/Config.fs:387)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:61)
Mirage.Unity.MimicPlayer+MimicPlayer.Start () (at ./Mirage/Unity/MimicPlayer.fs:56)```
solemn ridge
#

It's been fine for me I suspect some mod conflict somewhere

eternal glen
#

is there a better method to narrow down the cause than a binary mod search?

#

the only mod listed in the error is Mirage ๐Ÿ˜ฆ

solemn ridge
#

I mean it sounds like you need to regen your configs

#

it's failing to intialize them

#

Looking at that error

eternal glen
#

hmm okay. Is that as simple as deleting the configs and allowing them to generate fresh

solemn ridge
#

Yeah

eternal glen
#

I will attempt this tomorrow and report back ty for the help

solemn ridge
#

Yeah hopefully it helps, otherwise something is preventing the config from initializing which would be weird. My best guess is one of the configs corrupted

deft cape
#

my guess is that another mod errored during a patch that mirage uses to initialize the config

#

i'd need your full log to confirm though

solemn ridge
#

Yeah I was gonna guess mod conflict or config corruption

neat tusk
#

Hey, sorry if this was asked before but have you guys had an issue where the enemies only mimic the host of the lobby?

solemn ridge
#

Nope I've not had this

#

If it's happening now maybe it's an issue with the new update

neat tusk
#

As far as I remember, it has been happening since I installed the mod, which was like few months ago but I haven't really noticed it until recently

solemn ridge
#

Sounds like a mod conflict of some sort

neat tusk
#

The mod works perfectly on my end, everyone can hear the masked and other monsters talking in my voice, but it never works with others

solemn ridge
#

I know but it shouldn't only spawn a host masked

#

I've played with the mod for tons and tons of hours and never seen that

#

I would imagine you got some other mod that touches masked lol

neat tusk
#

If it comes to masked specifically, then not... really? I mean I guess it has to be something, if its not working

neat tusk
#

Actually, @solemn ridge would you mind sending me your mod profile? Since yours works, I could compare it to mine to narrow down the list of possible conflicting mods (oh and its okay if you don't want to haha)

solemn ridge
neat tusk
#

Thanks!

neat tusk
#

Well, me and my friend decided to check the issue and the results were weird. It went sort of this way:

  • We encounter the masked > if the masked resembles the host > everyone can hear the mimicked voice.
  • If the masked resembles a non-host > nobody can hear anything.
  • If the masked grabs the host > the host is killed and replaced with its own masked.
  • If the masked attempts to grab the non-host > the entity phases into the non-host and tries to grab them, repeating the cycle.
    Also here are the warnings that pop up from the non-host side when colliding with the masked:
#

Here's the kicker tho, it happened on **both **my mod profile with other mods and on a separate one with only Mirage and its dependencies (we also used Imperium as a debug mod)

solemn ridge
#

Odd lol

ionic shoal
#

invalid layer index -1 is an issue ive seen before.

#

i d k what causes it though.. did this happen with Lunxara's modpack @neat tusk ?

#

oh wait, you said, my bad... oh wait, you didnt say it occurs with Lunxara's profile.

#

when you can, can you share with me the profile with just mirage+dependencies?

#

i think the issue relates to the masked being modified in some way before mirage adds its stuff, if i remember correctly from reading in this thread.

neat tusk
neat tusk
ionic shoal
neat tusk
#

I... didn't think of that ๐Ÿ’€

ionic shoal
#

i mean, if it doesnt happen in lunxara's, then its a "your profiles" issue? if it DOES, but doesnt happen for lunxaras group, then it suggests its a you issue, but ithink its more likely the profile, but i d k why, let me check it

#

with your profile, i spawned 2 masked, one client, one host, both spawned normally, no errors

#

your using thunderstore to install? or manual installation?

neat tusk
#

I used thunderstore to install

ionic shoal
#

which MM?

#

i mean TS, or R2 or Gale?

neat tusk
#

TS

ionic shoal
#

ok, my whole group dont touch TS MM anymore.. the reason is... it sometimes fails to download stuff when the profile code is shared.. being honest, try gale.

#

before you do though

#

can you share the full log file?

#

because im betting that will confirm something missing is the issue.

neat tusk
#

I'd love to but I'm not sure how to do that

#
  • I'd have to contact my friend for their logs as well, I'm guessing
ionic shoal
#

in the bepinex folder will be a log file

#

well, yeah, if you made the profile, and shared it with them, but i am guessing that log came from your machine. (The pictures above)

#

so you could try running a lan game, and playing 2 clients.. and see if you still get the issue, then you know its your friends profile not downloaded properly maybe?..

#

or you could just double check with them they have all files..

#

actually, are you available rn?

neat tusk
#

Yeah I should be

ionic shoal
#

ok, ill create a lobby which you can join, one sec

neat tusk
#

alright

ionic shoal
#

made it public, called it "mirtest"

#

barch, looks normal to me but skelaah is seeing no costumes

neat tusk
#

miragetest is the name

ionic shoal
#

you set to public?, i dont see it xD

#

found it

#

oh, error occured

neat tusk
#

uhh try again now

ionic shoal
#

Bug so crazy it killed discord on my pc, lmfao

neat tusk
#

omg same here lmao

ionic shoal
#

But yeah it's not a download issue, client side can't see suits or cosmetics, so something broken client side I think

#

Will look at log (and post it) once my discord works again.

#

This is the 3 main errors, first one happened as host/starting the games other 2 as client, the last one spammed repeatedly, perhaps with other errors... Will share log when discord works again but may have to trim it because it spammed 300k lines or something.

ionic shoal
# neat tusk omg same here lmao

Apparently "starting a new session" is failing on discord end, but it doesn't explain us both getting booted out of discord at the same time though lol

neat tusk
#

I think its a server issue since everyone on my end got booted as well

ionic shoal
#

Only other mirage related message is the already shared one about layer -1. (The warning)

ionic shoal
#

Oh it's back

#

For me

solemn ridge
#

My group and I all use Gale btw since I saw you said it's probably cus of the mod manager

cloud adder
#

It's not a mod manager thing

#

I use r2 and don't have this problem

solemn ridge
#

I'm not the one having the issue

#

Skelaah is and they use Thunderstore Mod Manager

cloud adder
#

R2 and TSMM are the same

#

It's not a mod manager issue

solemn ridge
#

TSMM updates a bit more frequently, has ads built in and is notoriously a bit more buggy than R2 the base they use is the same though

cloud adder
#

Ok

#

But they are close enough that mod imports are not gonna be different between the two

ionic shoal
#

i dont think this is a MM issue, its a client side issue, i use gale, i got the issue.

#

but uh yeah, afaik..

Gale uses "version 1" which works fine for downloading mods?
TS and R2 use "version 2", which, whenever that came out, i started getting issues, not saying its worse, just saying had issues with TSMM, and since i switched to gale, everyone downloading mods and having issues (like sharing profile codes with them and them having issues) always got resolved by switching to gale.

but yeah, the issue mentioned on the profile linked above.. happens client side. i didnt check if it happens on other profiles... or on my own, but it certainly happened when trying with skelaah.

#

just did another test on my own... but these were on the host.. x.x (on lan, and client had no errors)

so yeah, i d k whats going on, hopefully this info helps barch make a fix though (if one is needed and things arent doolally xD)

deft cape
#

the audio only working on hosts was something that's been plaguing some users for awhile, although only ever reported on github up until now

#

i thought i fixed it but i guess not

#

@neat tusk just double checking, you have the latest version of mirage right

#

can you also send your config over? i just wanna see something

solemn ridge
#

It's never been an issue for me

#

Which is really strange

deft cape
#

me neither

#

i've never been able to replicate it so it's really hard to fix

deft cape
#

were you hosting with skelaah's modpack?

#

wondering if this is a mod conflict

neat tusk
#

Also which config file should I send? General, Enemies, all of them?

ionic shoal
deft cape
neat tusk
deft cape
#

@ionic shoal I'm surprised u were able to replicate it when u normally don't have issues

deft cape
#

thought I had an idea of what to fix but nvm

#

now I'm just confused again ๐Ÿ˜‚

neat tusk
#

Interestingly though, I've verified the integrity of LC and some files were missing

ionic shoal
#

i will do a test shortly, with and without LI, see if thats why i dont normally see the issue

ionic shoal
#

i should add.. in my LAN game, pretty sure everything was normal (with suits), juust the errors in the log.

deft cape
#

oh like it had the same errors although it still worked?

#

hmmm

ionic shoal
#

i think so, ill double check

deft cape
#

gotcha

#

thx for the help again ๐Ÿฅบ

ionic shoal
#

ok, same profile, no LI, only one error on one of the clients (i think the host?)

[Error  : Unity Log] KeyNotFoundException: The given key was not present in the dictionary.
Stack trace:
Microsoft.FSharp.Collections.MapTreeModule.throwKeyNotFound[a] () (at D:/a/_work/1/s/src/FSharp.Core/map.fs:181)
Microsoft.FSharp.Collections.MapTreeModule.find[TKey,TValue] (System.Collections.Generic.IComparer`1[T] comparer, TKey k, Microsoft.FSharp.Collections.MapTree`2[TKey,TValue] m) (at D:/a/_work/1/s/src/FSharp.Core/map.fs:190)
Microsoft.FSharp.Collections.MapModule.Find[TKey,T] (TKey key, Microsoft.FSharp.Collections.FSharpMap`2[TKey,TValue] table) (at D:/a/_work/1/s/src/FSharp.Core/map.fs:1172)
Mirage.Unity.MaskedAnimator+MaskedAnimator.chooseItem () (at ./Mirage/Unity/MaskedAnimator.fs:81)
Mirage.Unity.MaskedAnimator+MaskedAnimator.spawnItem () (at ./Mirage/Unity/MaskedAnimator.fs:92)
Mirage.Unity.MaskedAnimator+MaskedAnimator.OnNetworkSpawn () (at ./Mirage/Unity/MaskedAnimator.fs:119)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkObject:SpawnInternal(Boolean, UInt64, Boolean)
Imperium.Core.Lifecycle.ObjectManager:OnSpawnEntity(EntitySpawnRequest, UInt64)
Imperium.Netcode.ImpNetMessage`1:<.ctor>b__8_0(EntitySpawnRequest, UInt64)
LethalNetworkAPI.LNetworkMessage`1:LethalNetworkAPI.INetMessage.InvokeOnServerReceived(Object, UInt64) (at ./Public/LNetworkMessage.cs:153)
LethalNetworkAPI.Internal.UnnamedMessageHandler:HandleMessage(UInt64, String, EMessageType, Object, UInt64[]) (at ./Internal/UnnamedMessageHandler.cs:285)
LethalNetworkAPI.Internal.UnnamedMessageHandler:SendMessageToServer(MessageData, Boolean) (at ./Internal/UnnamedMessageHandler.cs:193)
LethalNetworkAPI.LNetworkMessage`1:SendServer(EntitySpawnRequest) (at ./Public/LNetworkMessage.cs:265)
Imperium.Netcode.ImpNetMessage`1:DispatchToServer(EntitySpawnRequest)
Imperium.Core.Lifecycle.ObjectManager:SpawnEntity(EntitySpawnRequest)
Imperium.Interface.SpawningUI.SpawningObjectEntry:Spawn(Vector3, Int32, Int32, Boolean)
Imperium.Interface.SpawningUI.SpawningUI:Spawn(SpawningObjectEntry, Int32, Int32)
Imperium.Interface.SpawningUI.SpawningUI:OnSubmit()
Imperium.Interface.SpawningUI.SpawningUI:<InitUI>b__10_1(String)
UnityEngine.Events.UnityEvent`1:Invoke(String)
TMPro.TMP_InputField:SendOnSubmit()
TMPro.TMP_InputField:OnUpdateSelected(BaseEventData)
UnityEngine.EventSystems.EventSystem:Update()
#

so maybe when i tried with Skelaah, it corrupted my game somehow, cause the errors dont show up anymore, so perhaps a good idea if anyone in a game lobby is having an issue.. for everyone to verify files xD

#

i should say though, the error above i think prevented masked from spawning with items

#

profile code btw
0196255b-8218-656a-9bf2-be2ef3f24822

deft cape
#

interesting...

#

i really don't understand how it's even happening

#

will have to think about it

#

thanks for all the testing & reports y'all

#

gonna take a closer look at it sometime over the weekend

left frost
#

has anyone encountered this error?

ionic shoal
# left frost

is the DLL in the location as specified at the top of the error? looks like something didnt install properly.

left frost
#

ty that was the problem

#

i had them in some folders

copper valve
#

could this be mirage related? i dont use any other mods that touch the mimic and it made us softlock when leaving a moon

copper valve
#

my mimics are generelly broken and cant actualy grab anyone

neat tusk
#

by anyone you mean anyone except the host or anyone in general?

copper valve
#

i dont know honestly

#

i know for sure non hosts dont get grabbed by mimics properly

#

im actively playing with friends i can do some solo testing tomorrow

copper valve
#

k it ended up being super inconsistent and i dont even know how im supposed to test this lol

#

on pareidolia our mimics just broke and didnt work and like 2 quotas later one of us got mimic'd twice from 1 grab

solemn ridge
#

I think Mirage is definitely having some issues after the new update unless @oblique galleon knows if it has some issues with ReXuvination potentially. I had a few cases today where Mimics suddenly started causing my game to get bad freezes and my stream would drop frames until we left the moon

#

Unfortunately I have no idea if this falls on Mirage or MirageCore but it needs fixed

#

Cus I would guess it's sending too much network data or something for that kind of stuff to happen

#

I would say for now roll back Mirage to 1.24.1 and MirageCore to 1.0.3 if you keep having issues

copper valve
#

well the 3 main changes i remember to my modpack was installing RebalancedMoonsBeta, installing Rexuvination and installing EntranceTeleportOptimizations and the Mirage update wich sounded wonky in chat. on the weekend befor i was not having any issues and i hghly doubt RebalancedMoons breaks mimics Catsipglare

solemn ridge
#

Yeah no I had none of these problems the other day either, and it's extremely doubtful it would be something to do with EntranceTeleportOptimizations especially if you also have LethalPerformance cus the caching in that will override it

#

So it's Mirage or ReXuvination and since I was getting dropped frames I have a feeling it's Mirage

copper valve
#

well EntranceTeleport seemed useless anyways, Polarus fire exits still bugged out on us today

solemn ridge
#

That is something you need to report to Matty

#

He wants to be informed of issues

copper valve
#

its just wierd to me that it only happens on Polarus

solemn ridge
#

Probably whatever interior you had on there

#

Or Wesley accidentally broke it after April Fools

#

@timber steeple is Polarus broken for you?

copper valve
#

Polarus had the museum interior from wesley today i think

#

thing is i also have acidir installed wich i think has even more fire exits and that moon never breaks but it also uses different interiors

solemn ridge
#

If it was specifically Polarus I just wonder if something is broken

copper valve
#

i started wondering this too

solemn ridge
#

Cus I haven't played on there recently

#

If you have LethalPerformance, try making sure you have it's caching on

#

See if you repro Polarus being broken

#

Cus if you do then it's an issue on Wesley's end

timber steeple
solemn ridge
# timber steeple not afaik why

Kayo was reporting the fire exits were blocked for them even with Matty's Entrance caching mod, I might run a quick test on there rq with LethalPerformance to see if it's alright on my end

#

lol

#

Cus if it's still broken with LP then that means some network object would be messed up

#

lol

solemn ridge
#

btw

#

I don't think it touches masked though

#

Polarus is fine for me

copper valve
#

well they werent blocked they kept leading us to different exits

solemn ridge
#

Oh weird

#

Got Beanie's interior

#

c;

#

Yeah it's fine for me

#

So the moon likely took more than 15s for you to generate potentially and Matty's mod couldn't do it's thing

#

@vast canyon @fiery hazel

copper valve
#

its just been kinda frustrating today because i had to restart the lobby several times tonight because when leaving a moon it would just softlock and do nothing and the console wouldnt even show anything red at this moment and i dont even know how im supposed to figure anything out about this and besides that just very buggy mimics doing either nothing or creating 2 mimics from 1 grab and polarus fire exits being jank and warping to the worst possible exits wich get blocked off after some time

solemn ridge
#

That might be some other mod causing your issues then

copper valve
#

well besides polarus jank its all new issues wich i havent had the weekend befor

cloud adder
solemn ridge
#

DiFFoZ mentioned something about how it wouldn't

cloud adder
#

oh that's not good

#

black mesa on average takes around that time to generate

#

cus its so huge

#

is it just a restriction of the code or was it specifically chosen at 15

solemn ridge
#

Not sure

#

I plan to just stick to LP's implementation personally

#

Sector Alpha has a lot of issues that need fixed

cloud adder
#

i'm using matty's caching until all the stuff gets updated

solemn ridge
#

So it wasn't a loss to me to remove it til voxx gets around to updating it

cloud adder
#

cus i use literally everything that doesn't work with LP right now

#

except hadal but thats because it has a softlock during generation

#

tea's working on tartarus and getting some nice progress but i havent seen voxx or spookybuddy in a while so i'm not sure how it's going for them

deft cape
#

not sure I'll have time to touch mirage this weekend actually

#

not sure if it's confirmed broken or not

#

if it is just downgrade for now and lmk just so I know it's confirmed a mirage issue

ionic shoal
#

i only mention it because i originally thought if it didnt generate it would break then realised otherwise.

fiery hazel
#

i think you misread what diffoz said about the 10s timer Lunx

#

tha 10s is a vanilla thing. my entrance Teleport mod removes it

fiery hazel
solemn ridge
#

Ohhhh okay

#

Well the issue kayo got wasn't that they were blocked but that exits lead to the same place sometimes

fiery hazel
#

neither mine nor diffoz mods magically create missing doors. we just make sure the ones that exist are linked correctly to each other

solemn ridge
#

But it sounds like Kayo has some other stuff going on with their pack

#

So multiple fire exits leading to the same room bug is what they got

fiery hazel
#

we, or at least i did, also made sure that if a mod updates a exit ID at runtime the others will change their pointers to follow the change.
( in this case my mod would print a warning in logs )

solemn ridge
#

@copper valve Might be worth posting the log

solemn ridge
copper valve
deft cape
#

mb ended up being focused on something else, will probably take a look at this next weekend actually

fiery hazel
solemn ridge
#

When is ButteryFixes gonna be updated to remove it's garbage?

#

It needs to be removed so your mod can be properly tested lol

#

@weak lance apologies if my wording came off as rude but it may be a good idea to push that update that removes the code since it overrides Matty's mod

fiery hazel
#

it's not garbage ... same as diffoz. they are different implementations

#

i've pushed v0.0.3 that wraps the FindObjects calls in Diffoz style
and forces my mod to be one of the last ones overriding FindExitPoint while enforcing my cached destination if somebody else replaces it

weak lance
#

its gone

solemn ridge
#

I couldn't think of how else to word it x.x but I didn't mean to come off as harsh or mean if I did lunxara_love_with_tail

solemn ridge
#

Love you cuties and the hard work you all do, again sorry for my poor wording

prime solstice
#

Poor word play ๐Ÿ’€

#

Literally calls it garbage

#

greed even scrap-e wouldnt collect you

#

Alex 2.0

solemn ridge
#

No I just am still learning the proper words to use since I'm new, I haven't learned well the right words to use yet

stray osprey
#

wym, new to what exactly?

tough cape
#

Life plink

fading sapphire
#

Hey Lunx! Sorry for tagging like half a year later about this but I recently just added this mod to my pack but haven't tested it with friends, you able to lemme know your noise suppression settings? We have a bit of a problem in our group with keyboards ๐Ÿ˜…

broken blade
#

In case you need it the rest of their config also

cloud adder
#

i tried these and 1 of 2 things happened
1: the mod didn't work
2: my friend's keyboard is so loud that it couldn't stop the noise coming through

fading sapphire
broken blade
#

Fair enough

#

Stuff still comes through now and then but I'd hope that helps even a little

solemn ridge
safe sundial
#

does mirage have less of a performance impact than skinwalkers ?

cloud adder
#

yes

#

its just better than skinwalkers in pretty much every way

deft cape
#

@ionic shoal wait so do u still have that issue from before? (if you've recently run mirage at least)

#

I'm still not too sure how I'd be able to reproduce it myself

#

the bug itself seemed pretty rare to encounter in the first place, and only for a small minority of groups

cloud adder
#

what bug are you referring to

deft cape
#

gonna try and look into this today

#

and hopefully figure something out cuz I prob won't be looking at mirage for awhile again

cloud adder
#

ah, looks like a weird desync

#

i know i had some weird things happening with the masks in my previous session

#

like how they showed up as dead for host but everyone else could still see them alive, standing in place and talking and could still grab clients

deft cape
#

has that happened b4 the latest mirage update

cloud adder
#

i don't think so

deft cape
#

dang

cloud adder
#

but i have a few mods that touch the mask so i'm not sure which

deft cape
#

tbh might have to revert the update till I have time to look at it again cuz it doesn't seem like it's something I can fix in a day

#

assuming latest version of mirage is indeed the culprit

cloud adder
#

i don't know how far back you'd have to go to undo it

deft cape
#

just the last update if it was fine b4 that

cloud adder
#

yea i just dont know

deft cape
#

ah that's what u mean

cloud adder
#

cus if my memory is right you released more than 1 update between last friday and the friday before

#

and we only get together once a week to play

quick remnant
#

I haven't had time to test the latest update but I can also confirm I've never had anything like that bug happen on the previous update

deft cape
#

ah

#

I dont even remember what I put for the update

deft cape
#

just wanna confirm how likely it is that mirage is causing it

cloud adder
#

most recent one i can think of is TME

#

which didn't have a change for the mask in its new update

#

and i already have GI's mask features turned off except for the nametag

#

which i like for making them more like players

deft cape
#

hmm does sound like mirage most likely then

#

I think I'll just re-upload the 1 update b4 the latest then

quick remnant
#

Could the miragecore update be responsible? Ik you updated mirage and the core

deft cape
#

for now I think I'll just make flashlights work with AdditionalFlashlights and then call it a day

deft cape
#

really not sure what the issue is but it's definitely not mirage core is all I can say

quick remnant
deft cape
#

oh yeah thats the name ๐Ÿ˜‚

quick remnant
#

lets freaking gooo

deft cape
#

will still be using the current configuration tho

#

the planned changes will have to be in the summer when I have more time

quick remnant
#

whats the current again? just like they spawn on or off or somethin

#

instead of dynamically turning them off and on?

#

btw I had a shotgun go off earlier in a masked's hands btw, which is incredibly epic

#

it was the majoras mask one from legend weathers tho so idk if its totally the same, but I recall it being mentioned in here by TLNR I think how that shouldn't happen. I love it tho

deft cape
#

I dont even remember too well myself

deft cape
copper valve
#

no shotguns can off randomly when the safety is off

#

even when holding them

deft cape
#

ah

cloud adder
#

shotguns spawn with the safety off don't they

#

cus thats what they are for nutcrackers

quick remnant
#

yee it's just the random chance

#

very low chance for incredible funne to happen

copper valve
#

do mimics hold items wich are being held by the mimiced player or is the item selection random?

cloud adder
#

can't wait for mirage update where a mask that can't catch a player just shoots them

deft cape
#

๐Ÿ˜ณ

copper valve
#

can they spawn with a rocket launcher from lethalthings? would be so funny with that KEKW

deft cape
#

for the level I mean

#

so e.g. you'll never see it holding a shotgun in experimentation unless u changed the scrap spawns

copper valve
#

a mimic spawning with a shotgun must be rare to begin with but then also having the random shooting chance kick in is kinda crazy rare then

cloud adder
#

I could see that being part of lethal intelligence or something

quick remnant
#

Not if you have buyable shotguns so it's technically a tool and you can adjust the weight manually hehe

cloud adder
#

If a mask spawns with a shotgun and can't reach you after a while then it just fuckin shoots you

deft cape
#

IIRC virus was working on it but had it disabled while fixing bugs

#

could have misremembered though

cloud adder
#

I'll have to check out LI at some point

#

All I've heard about it since it's inception was the pain of working on masks

#

Idk why

#

Like are masks more prone to erroring than other enemies

deft cape
#

no idea, you'd have to hear that from virus

#

kinda curious too though

copper valve
#

ive never used it befor either, it sounds amazing as an idea but the bug list on the modpage has always thrown me off

deft cape
#

could just try it once to see if it works well for your pack

cloud adder
#

That way full release doesn't need the stains of a large buglist anymore

cloud adder
copper valve
#

well the issue with the 10 mimics thing makes me worry that Pareidolia might cause trouble since it definetly spawns a bunch of mimics, definetly more than like 4 or 5 (ive never actualy counted)

#

and Pareidolia is one of my groups favorite moons so eh

cloud adder
copper valve
#

according to the mod page yes

#

ill try it out i guess

cloud adder
#

Oh on LI you mean

#

Gotcha

copper valve
#

ye

cloud adder
#

That would probably hurt on Rampart

#

Which spawns at least 5 masks upon landing and more throughout the day

ionic shoal
#

afaik, in my modpack, there is no issues though, it was just testing with them, that the issue appeared, so not sure what caused it, maybe one person having bad game files that needed verifying if i remember correctly? but i dont know how the issue progressed from them after i tested with them

deft cape
#

im still pretty sure this is different than whatever else others have described though

#

since this has always existed since the rewrite

deft cape
#

hmm actually wanna see if ppl have issues with the older version of mirage as well b4 reverting the update

#

just to make sure it's actually the new version of mirage and not another mod

#

i'll still do the update for the flashlight slot mod without removing the faster load times

quick remnant
# deft cape i'll still do the update for the flashlight slot mod without removing the faster...

Wouldn't it be better to revert the changes to see if the problems persist? Since the main possible outcomes of note are either
A. revert -> then no issues at all happen = probly the update safe to say
however if instead you
B. don't revert -> issues still persisting = still could be other mask mods at the end of the day, not as definitive as evidence

Another way to say: since the variable of [X = other potential mask mod] will be unchanged regardless, changing the variable of [Y = mirage] (i.e. to prev version) would make both a change or no change to the bug(s) occuring more meaningful evidence.

I've had a very long day tho so I may be completely confused and wrong rn though.

deft cape
#

i mean i'd rather not revert if i don't need to cuz

#

ppl can already downgrade by themselves already

#

if i have to revert and it turns out latest update is fine then i'd have to transfer my new update again (the one with the flashlight support when i push it)

quick remnant
#

Ye np if its a hassle, idk how that unity project bizness works

#

I saw one of the two latest updates in the patches said something about animatorcontrollers, could be that change too for the clients getting buggy grabs issue rather than the load times change. I remember that bug used to happen way back in v45 with lethalexpansion

deft cape
#

people say that only the latest update is broken though so it's probably not that

solemn ridge
#

For what it's worth I haven't had the weird freezing issues as of late

#

But I reinstalled Windows cus my previous install was shitting itself

#

so that might relate

#

lol

ionic shoal
#

played tonight, had no issues, not sure if i heard any masked though. (i didnt interact with them much tonight, spent a lot of it dead :D)

deft cape
#

i guess that confirms the latest update is fine then? ๐Ÿค”

solemn ridge
#

Masked worked fine for us today

deft cape
#

so it was just another mod afterall

solemn ridge
#

spoke fine and everything

deft cape
#

nicee guess i can keep the update then

#

thx for the confirmation

deft cape
#

@quick remnant so i thought the issue was that the extra slot flashlight's light itself isn't showing but it works out of the box

#

is the issue that it's always on?

#

cuz i'm not really sure what the expected fix is supposed to be

quick remnant
#

Yeah it's just always on. I mean the best thing could be that interval thing discussed before, but if that's too much hassle the next best thing might be having the light off when the masked are outside. Or at *most a (configurable? greed ) chance to have the light on while outside, since blackout weathers and nightmare moons do exist

deft cape
#

i'm just trying to keep the same config rn just to get this update over with in 10 mins ๐Ÿ˜›

#

eh i guess i'll just make it match regular flashlights

quick remnant
#

Lmao all good

#

Whats reg again? Just a chance to be on or off?

deft cape
#

yeah

#

any additional changes ill do it over the summer

#

this is prob my last update for awhile unless some big issue arises

quick remnant
#

So just trying the configurable chance behaviour to that slot of flashlights too? Bc yeah that should be fine

deft cape
#

yeah pretty much

deft cape
#

@quick remnant alright looks like it won't be done today so any reservedflashlightslot support would have to come during the summer ๐Ÿ˜”

i was able to find the flashlight on the masked gameobject at ScavengerModel/metarig/spine/spine.001/spine.002/spine.003/BBFlashlight(Clone)(Clone), but this child object doesn't seem to be attached at .Start() or .OnNetworkSpawn(). the only thing i could think of right now that runs after these is in a .FixedUpdate(), but i really don't want to poll for it so i'm just gonna not do it for now

#

in the summer when i have a lot of time i'll look into it again

deft cape
#

i'm not really sure i'll ever be able to fix that specific bug since it doesn't happen for me ๐Ÿ˜ฌ

quick remnant
#

Srsly tho no worries tysm for everything already, and good luck on your studies(?)!

ionic shoal
# deft cape i'm not really sure i'll ever be able to fix that specific bug since it doesn't ...

as i said, i think it was just Skelaah needed to verify files, hopefully it was fixed after they did so, when they hosted, my game bugged out, i played myself, and it bugged out still,i restarted and played by myself and it didnt bug out.. so yeah, i think its a case of bad vanilla files breaking the game... but i guess Skelaah can confirm/disprove that (i think they verified their files after i said, but i dk if they stopped having the issue or not)

deft cape
#

@neat tusk any chance you could confirm if it's still bugged for you after verifying your files?

neat tusk
#

Sadly I can't check right now since I'm away from my pc but I've played with my friends around 2 days ago and I've actually heard more mimicked voices on my end (not sure if it was the same for others tho, so I'll have to ask around)

vast canyon
#

I just noticed that mirage is sending audio data reliably, isn't it will cause a lot of overhead?

oblique galleon
#

whats the rpcdelivery stuff and how can you specify it?

vast canyon
oblique galleon
#

oh interesting

idle tundra
#

hey, I read that some other mods could overwrite Mirage's config when it comes to max masked enemies spawning naturally.
tho going through my modlist multiple times gives me no idea since I don't think I have another mod which tinkers with masked enemies.
Are there any known ones?

#

I set the max spawn to 2 (naturally) and without anyone dying there are always 3 at least very early in the game

deft cape
# vast canyon

yes it was originally set to unreliable but there were some subtle bugs that i haven't fixed yet so i just set it to reliable as a workaround for now

deft cape
deft cape
fervent lintel
#

anyone has issues with clients hitting Masked not being registered?

#

primarily with ECD downloaded

#

so they can't damage Masked or stop them from grabbing players

autumn glen
#

tried peak for the first time in a few months

#

this mod is still so goated ๐ŸงŽ

deft cape
oblique galleon
#

theres an off mesh link there

#

in that mansion tile

cloud adder
#

ok ๐Ÿ’€

#

ive seen it when looping jesters in there before

deft cape
#

TIL

autumn glen
cloud adder
#

this mod doesnt mess with masks pathfinding right?

ionic shoal
# cloud adder this mod doesnt mess with masks pathfinding right?

nothing relating to pathing afaik, just gives them a voice, and has a toggle+settings for allowing them to hold items, and a toggle+settings for spawn rates, and a few other things.

I think its just my mod (LI) and MaskFixes that fiddle with masked pathing.

having an issue with masked walking into walls?

cloud adder
#

which apparently was an issue with pathfindinglagfix that got fixed

#

but it still happens to me

gleaming niche
#

idk what im doing wrong, i have downloaded everything

fervent moss
#

you probably missed MirageCore and it's dependencies

#

MirageCore has like 5 other dependencies u gotta download aswell

gleaming niche
#

i did, I just ended up removing everything

neat tusk
#

Hey! I wanted to say that the previous issue I've had has been resolved. I'm not really sure what happened, but my entire thunderstore data was deleted seemingly out of nowhere, along with my modpack profiles. After having to create a new one out of scratch, I've added Mirage and everything was working as intended. So I guess something was wrong with my profile data...?

red juniper
#

Hello, I got this error when I am in game with Mirage

#

It happens on all maps I was trying (Modded & Vanilla), and I didn't managed to get Masked to spawn

#

So maybe related to a spawning problem idk

ionic shoal
solemn ridge
#

@deft cape There's a bug where sometimes mimics immediately drop extension ladders, this caused us to have a bug where a mimic spawned on the ship from NightOfTheLivingMimic and it dropped a soft locked one on the ship

cloud adder
#

dropped as in, after you killed it? because i don't think they have item use/drop code right now

solemn ridge
cloud adder
#

odd

deft cape
#

you'll have to just disable ladders in the config

#

i don't think i'll be fixing bugs from items since it'll take too much time to debug

solemn ridge
#

Yeah I turned them off, luckily it's only that

regal sandal
#

@deft cape Is the lethal settings mod needed?

cloud adder
#

Otherwise you can turn it off

deft cape
#

highly recommend keeping it in case your users need it

#

well the exception being if you have facilitymeltdown installed, which breaks mirage settings (unless bongo fixed that recently)

cloud adder
#

Unfortunately it hasn't been fixed

#

It's a kind of thing that should be fixed by both bongo and willis

#

Bongo's mod shouldn't be breaking it

#

And willis' mod shouldn't allow others to break it

cloud adder
shadow snow
#

LethalSettings seems pretty borked atm.
I've simply uninstalled it and have had no issues after. (v70)

shadow snow
#

Menu errors are gone

cloud adder
#

Lethalsettings already had issues before v70

#

I guess that was just the nail in the coffin

#

@deft cape if you still want to do player specific settings for mirage I'd suggest you dump lethalsettings and look into how it's done on MelaniesVoice

#

That mods config is universal, doesn't get changed per profile and works with LethalConfig

#

Just seems like a better way to do it

solemn ridge
#

I never had any menu errors

cloud adder
#

Because you don't use meltdown

#

Right

deft cape
#

eh i have no motivation to work on mirage at all rn

#

especially for config stuff

#

but yeah the problem with lethalsettings is that meltdown bricks it

shadow snow
#

Just finished a session with the boys. Mirage worked flawlessly with LethalSettings uninstalled.

regal sandal
#

@deft cape I got these two errors while running the mod in v70.

[21:12:56.0902405] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Mirage.Domain.Config.getConfig () (at ./Mirage/Domain/Config.fs:387)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:61)
Mirage.Unity.MimicPlayer+MimicPlayer.Start () (at ./Mirage/Unity/MimicPlayer.fs:56)

[21:12:56.0829059] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Mirage.Domain.Config.getConfig () (at ./Mirage/Domain/Config.fs:387)
Mirage.Unity.MimicPlayer+MimicPlayer.StartMimicking () (at ./Mirage/Unity/MimicPlayer.fs:61)
Mirage.Unity.MimicPlayer+MimicPlayer.Start () (at ./Mirage/Unity/MimicPlayer.fs:56)

deft cape
#

might be a mod conflict? considering it worked for glacius just now

#

i'd recommend posting it on github if you want me to look at it when i'm free since it's definitely gonna be buried in discord

ocean mesa
#

But also, please drop soft dependencies like LethalSettings from things automatically installed... Just my two cents.

#

The error we're getting is

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SoftMasking.SoftMask.UpdateMaskParameters () (at <41a02cf6c61946e3b3801b8d0274eb87>:IL_003F)
SoftMasking.SoftMask.OnWillRenderCanvases () (at <41a02cf6c61946e3b3801b8d0274eb87>:IL_000E)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:IL_000A)

Which makes me think it's one of the mask fix dependencies. Which is why I'm holding off until I've done more testing.

solemn ridge
#

New thing that got added for the compass in V70, use SoftMaskKiller for now or ACompass Revived

ocean mesa
shadow snow
#

From what I gather, LethalSettings has its own error spam outside of โ€SoftMaskingโ€ and Softmasking has nothing to do with Mirage inherently. Feel free to post your modlist

brazen steeple
shadow snow
#

Are you running ModelReplacementAPI

brazen steeple
#

nop

shadow snow
#

Mind sending me a mm code?

#

I can take a look at it

brazen steeple
#

currently debugging my pack but you could take a look
019735da-af5f-ea1f-9505-192012bd293a

shadow snow
#

Just seeing 250 mods alone, I can promise you Mirage isn't the issue.

wide cedar
#

Does this go for all enemies or is it rare?

brazen steeple
shadow snow
#

@brazen steeple Well, you probably don't want to hear this, but here, a full list IN ORDER which mods to disable (wait for an update) or uninstall and replace:

WhoVoted
NaturalSelection
NightOfTheLivingMimic
GeneralImprovements
LethalBestiary
SCP173
SCP966
SCP3199
Emergency Dice Updated
LethalModDataLib
LethalLevelLoader
ImmersiveScrap
LuigisMansionMoon LLL
83 Sorrow
LLLHotReloadPatch
Wither
Pinnacle
CodeRebirth
Dungeons Ultimately Lacking Liveliness
ut99 interiors
unreal interiors
Darkworld Interior
Nightmare Moons
Moons of Otherworldly Oddity
ScannableFireExit
Generic Interiors
Castellum Carnis
Vehicle Hangar
Bozoros
SkelaahsWildMoons
OpenLib
darmuhsTerminalStuff
suitsTerminal
ShipColors
ghostCodes
DoorBreach
#

Also no I dont want to deal with another 200+ list rn so you get the special

#

Everything else works in singleplayer but multiplayer testing is another thing, plus the new enemy from v70 might give you extra trouble

brazen steeple
#

ye thanks for the effort tho. I'd rather not send my pack since its kinda big

#

wait wha even coderebirth? thought it updated for v70

shadow snow
#

Feel free to DM me if you need specific help but other than that I don't particularly like combing through anything above 100 mods :P

#

Rebirth might be ok if you remove mods prior to it in the list, I didn't check too thoroughly.

#

I look at errors, warnings and fatals and list things in order they break

#

If something else on the list interferes with Rebirth and its not a Rebirth issue, the team over at Rebirth was just quicker to report on it

#

It's just a thing that can happen when you run 200+ mods

brazen steeple
#

even so I'll try to isolate what mod conflicts and help others with the same error in the future

shadow snow
#

Many ways to deal with it, you can select a random 10 from my list to disable at a time and see if it works, just make sure you have your bepi logging correctly

#

Error, Message, Info will give more more than you need for troubleshooting

#

Fatal if you really need it

brazen steeple
#

yes I'm used to troubleshooting my pack. I always have console enabled

shadow snow
#

Good luck, soldier.

brazen steeple
#

its just that some issues can be wild af. example from lunxara where the ||bird|| enemy cant kill clients is because of LethalElementsBeta. I cant made this up

brazen steeple
#

I think combinations of emergency dice, LethalBestiary and mirage. I'll test more

regal sandal
#

I can send it later today

#

Itโ€™s optimized though

brazen steeple
#

got more ๐Ÿ˜… can handle it maybe

copper valve
#

Isn't lethalbestiary quite old anyways

brazen steeple
#

ye tried to disable that and mods depends on it but i got the error anyways minus the bestiary

onyx summit
#

Yeah looking it over lots of those you listed are fine.

onyx summit
#

So to people who are having issues check for this moon pack and disable and try again.

solemn ridge
#

Skelaah's moons are broken?

onyx summit
#

@neat tusk Not sure why but your moon breaks Mirage.

#

look above to see the error that mirage throws cause of it.

solemn ridge
#

It's probably due to how it references enemy prefabs

neat tusk
#

Oh god not another one

onyx summit
solemn ridge
neat tusk
#

I haven't touched anything since the v70 update so I hope it's just compatibility issues

compact bobcat
#

Maybe it's a specific moon and not the whole pack? Like the Chronos issue that I reported yesterday

solemn ridge
#

Might be

#

Glitch try testing the individual ones

onyx summit
#

someone else had the issue and it turned out to be your moons broke for v70 then

compact bobcat
#

Chronos is the one that currently breaks Imperium

onyx summit
#

starting with Bilge

neat tusk
#

man this sucks I'm really sorry perceive

onyx summit
#

also hey big game update, its expected. At least the problem is now found and hopefully its not a hard fix for ya ๐Ÿ˜„ your maps are pretty cool too (even though Bilge is a nightmare) lol

#

The 3 not chronos does not throw the error at least.

solemn ridge
#

So it's Chronos

#

that one has unique scripts and stuff so

#

makes sense

onyx summit
solemn ridge
onyx summit
solemn ridge
#

Interesting

onyx summit
#

they talk just fine without them