#Lobby Control & Matty's Fixes

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vague talon
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wonder if that'd be a good config option?

unreal oriole
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most people gets pissed when their game hangs there without any sign after they decided to close it ๐Ÿ˜…

vagrant root
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I have a request if you can do it, I really like the Hotbar Features from QualityCompany, namely the ShowScrapUI and ShowShotGunAmmoCounterUI features but the mod is so bloated and unoptimied and if I disable the Networking feature it has included for it to not conflict with Bongo's SoundAPI then it partially breaks the networking feature of GhostCodes cus I guess they both touch some of the same networking code, could you make a mod that has just the Hotbar features? ๐Ÿฅบ

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I even had a name in mind for it

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HotbarImprovements lmfao

vague talon
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nah i got it

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Hotbar Control

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original name

vagrant root
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That sounds good too

unreal oriole
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i'm not too good with UI stuff sincerally so i don't think i will attempt that Lunxara

vagrant root
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Lol all good ^^

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The mod is open source so I imagine the code of those 2 features could be easily forked into a seperate mod

unreal oriole
vagrant root
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Love the icon for DoNotEatItems btw

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๐Ÿ˜†

unreal oriole
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quite fitting for the name

vagrant root
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Pacman can't eat items no more

rare siren
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thanks for the info ๐Ÿ™

rare siren
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not too game breaking tho

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so we can still find the debug logs, itโ€™s just being processed on another thread

unreal oriole
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yep this mod doesn't hide anything and from the outside everything will look the same, but logs will be processed in a separate thread so the game can proceed firther without having to wait for them

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the best example is if you try to select something in the console ( for coping it for example ), normally the game would hang there until you either press esc or deselect, with this the game will instead go on and once you deselect the console will catch up with the backlog

rare siren
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๐Ÿ˜ฎ

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yeah i have noticed that

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alright this oneโ€™s going into the modpack ๐Ÿ˜Ž

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and the donโ€™t eat items mod will make players drop items in cases like when they get eaten by a giant?

unreal oriole
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yes, any death ( mainly affected are giant, worm and masked man) will have the player drop the entire inventory on the ground

rare siren
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we lost an apparatus to a giant once ๐Ÿ˜”

unreal oriole
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i mean it's intended to be that way by the game developer it is not a bug, but someone might want to chage it like Lunxara so here is a mod for that ๐Ÿ˜„

vague talon
vagrant root
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I mean imagine the masked dropping a free walkie and flashlight if you have the reserved mods

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Cus they do wear them lol

unreal oriole
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that is actually feasible but will take a bit of work, and for now i plan on focusing on Lobby Control

rare siren
unreal oriole
vagrant root
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I'm surprised Symbiosis hasn't implemented the masked enemies using items lol like they do for the Hoarding Bugs

rare siren
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masked enemy with a shotgun

fickle girder
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i think i found an issue with Lethal Doors and DoNotEatItems

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the game crashes if the door kills you๐Ÿ’€

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tested it with only both mods installed also

vagrant root
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I wonder if it would crash if you die to a Mimic fire escape too

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I removed that mod recently

fickle girder
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probably, yeah

unreal oriole
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i mean the entire mod is

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if player dies -> drop all items before telling the clients

vagrant root
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I actually found out that Mimics is super unoptimized, my game performance improved quite a bit after removing it

fickle girder
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probably a Lethal Doors thing honestly

vagrant root
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Also my group never dies to them anymore anyways

fickle girder
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i dont see anything in the log

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๐Ÿซ 

unreal oriole
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log seems truncated.. does the game fully close?

fickle girder
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unfortunately it just... crashes

unreal oriole
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check the Player.log in the LocalLow folder maybe?

fickle girder
iron anchor
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@vagrant root how do you go about installing the latest preview version of lobby control so that when you give a code for your mod list to others, they also get that preview version instead of also having to install it manually? I installed preview 7 of 2.3.0 manually and gave the code for my mod list to a friend, but we noticed that they got an empty mod file on r2modman, so I just had them install it manually as well. I also have zero knowledge if there's any specific way to install it other than finding the lobby control folder in your profile and overwriting its contents with the preview version because it's not officially out on thunderstore imhuhimwuh

nimble gulch
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Manually installed mods aren't shared.

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LobbyControl is host only for the most part, other than item rotation I think.

iron anchor
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oh wait really?

nimble gulch
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Also, you can manually install mods through mod manager by simply selecting the archive.

iron anchor
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ah

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i am

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not the brightest lmao

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disregard all that then, Lunxara broiled

last sinew
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Do I need AsyncLoggers or other logging mods if I have disabled logging in bepinex.cfg?

rare siren
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prob not if thereโ€™s no logging to be done in first place, but i donโ€™t know for sure tbh

unreal oriole
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AsyncLoggers also affect the Unity logging that as far as i know cannot be disabled ๐Ÿค”

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but you never need it, it might help with performance spikes if they were caused by log spam

nimble gulch
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#1211989201793449994 message
Is this still correct for current preview version?

unreal oriole
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OpenBodyCams: FixDroppedItemRotation
i do not know what this one does but the other two yes

nimble gulch
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If enabled, the mod will patch a bug that causes the rotation of dropped items to be desynced between clients.

unreal oriole
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mmm this mod should not affect that ๐Ÿค”

nimble gulch
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Just keeping that small list updated from time to time.

iron anchor
nimble gulch
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It's vanilla compatible even.

unreal oriole
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it is intended to be host only and targets specifically vanilla clients

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it does have a couple of client patches, like the item resting position/rotation and cupboard but only the host requires the mod

nimble gulch
unreal oriole
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i actually took the rotations from it ( ans asked to the dev )

iron anchor
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alright, thank you Matty and Agitatio. Saved me a lot of time because I was worried I'd have to get my friends to install the preview manually each time I had a new code๐Ÿ˜ญ

unreal oriole
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it is not 1:1 because i apply them in a different way

nimble gulch
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Yeah, I know. I'm just clarifying as there's no other rotation handling in LC currently.

iron anchor
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@unreal oriole would you consider preview 7 stable? I've been using preview 6 for the time being and have had no issues, but I would like to try updating to the latest one

unreal oriole
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i'm releasing this previews because i do not have the time / playeramount to fully test them, so i basically crowd source the Testing.

they are mostly stable as i do test them in LAN at least a bit

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i will probably have a new preview in the next few hours with an attempt at fixing the "PlayerInTheWall" thing

iron anchor
iron anchor
unreal oriole
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it's sad when more people download a semi-joke mod than a objectively usefull one ๐Ÿ˜ญ

nimble gulch
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One is easier to understand than the other.

unreal oriole
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i guess so

ocean cape
unreal oriole
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you need to both disable rotate_on_spawn fom LobbyControl and FixItemFalling from them

ocean cape
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Thanks @unreal oriole! Really liking your mod so far.

unreal oriole
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glad you like it, we've few moajor vanilla fixes coming in the next release, so stay tuned ๐Ÿ˜„

verbal thorn
ocean cape
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It reverses the polarity of the light speed warp drive

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and also makes better use of your CPU and improves performance of the game

unreal oriole
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when you play with mods you see the console and the various log lines beeing printed. normally each time the code (game/mods) requests to write a logline the game hangs there until the line is printed.
this is more evident if , for example, you try to select something in the console ( for copying ) and the game stops until you deselect it

this mod makes so the logs never hang as they get processed in a separate thread

this is simplifying a bit ( for example unity still writes logs to a file even if you disable all options in BepInEx )

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TLDR: the more logs your modpack generates the bigger difference you'll see using this mod

verbal thorn
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Oooh wonderful! Thanks a lot I'll give it a try with my massive modpack then!

ocean cape
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@unreal oriole When you referred earlier to rotate_on_spawn in LobbyControl, did you mean ItemClipping.enabled? Or rather SaveItemRotation from the other mod?

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I can't find rotate_on_spawn in LobbyControl config anywhere.

unreal oriole
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oh it might be one config that i added in v2.3.0

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then until the next release LobbyControl will overwrite the rotation of newly spawned items ( smart item saving saves the rotation of items and attempts to restore it on load )

ocean cape
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Ok, thanks!

nimble gulch
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Reposting this again with one new addition.

unreal oriole
nimble gulch
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Will the fix for terminal text be in it?

unreal oriole
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i need to recode the terminal myself or find the time to study another API, will be in the release after this

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also if you use TerminalExtras they use the same API as me so they should have the same bug

nimble gulch
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Never used that, but I do remember this issue being a thing even before LobbyControl.

plush hemlock
unreal oriole
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that config is coming in v2.3.0

plush hemlock
unreal oriole
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in v2.2.6 you don't , you either disable the entire ItemClippingFix or keep the LobbyControl item rotation

nimble gulch
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Updated to clarify that it's for 2.3.0

plush hemlock
unreal oriole
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type lobby

plush hemlock
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wont work

unreal oriole
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check logs there might be a mod disabling Lobby Control

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either that or you're not the host

plush hemlock
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I am host

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how do I find what mod is doing that

unreal oriole
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look at the logs it should be written there quite visibly

plush hemlock
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[Info : Unity Log] Could not parse word: lobby

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[Info : Unity Log] Could not build 3

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I see those

unreal oriole
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first few lines of the log

plush hemlock
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I cant find it

unreal oriole
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ShipLobby, LateCompany and Advanced Company are the mods that currently confilct

plush hemlock
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what dose advance company do

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I have that

plush hemlock
nimble gulch
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No.

unreal oriole
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sadly all i can say is remove either AC or LobbyControl

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( where the heck is the thread about what happend? i can't find it anymore )

plush hemlock
junior swallow
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they do basically the same type of things with the lobby

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(similar but not the same)

vagrant root
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I've always just left it be and it's never gave me problems

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So I would recommend leaving it as is unless a mod specifies to disable it

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You can just leave it set to true, if other mods touch it it won't do anything

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I knew I remembered Zaggy commenting on it

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๐Ÿ˜†

vagrant root
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I think AsyncLoggers definitely helps reduce launch times, my game loads in about 35 seconds now with 99 mods, I used to have 88 and it would take like over a minute sometimes

vagrant root
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@unreal oriole So I think DoNotEatItems is producing a crash anytime you normally drop items from death, my game crashed as I was about to die from a fall

vagrant root
fickle girder
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i didnโ€™t get to die, game crashed just as i was supposed to die

vagrant root
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Yeah same for me when I almost died to a fall

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So it's definitely a bug with DoNotEatItems

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I didn't even have Lethal Doors installed at the time

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Lol

unreal oriole
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that mod was sincerally made more like a joke with a quick single edit๐Ÿ˜…

i had hoped that would do but apparently nope

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later today ( i'm in EU so probably around <t:1710277200:t> ) i'll make a new release with a proper patch

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the new version tho will require everyone on to have the mod installed and not only the host

ocean cape
nimble gulch
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That's not about Lobby Control.

vagrant root
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Yeah and a mod like DoNotEatItems having vanilla compat would lead to desyncs and invisible items if one person can die and not lose their stuff probably while others would

ocean cape
vagrant root
ocean cape
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Oh, ok, no wonder I got confused. ๐Ÿ™‚

unreal oriole
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sorry for the confusion, even more sorry because it came from a semi-joke mod i made in 10 minutes ๐Ÿ˜…

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Lobby Control is and will stay fully vanilla compatible

rare siren
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ok not sure if anyone mentioned this before, but i believe LobbyControl's vertical offset is causing this misaligned apparatus bug

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at first i thought the item clipping fix mightve been the cause, but even when that is disable it was still misaligned

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i already have GeneralImprovement's item clip fix disabled as i chose to use LobbyControl's implementation

vagrant root
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Known issue, it's already fixed in the preview releases

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So it'll be gone when 2.3.0 releases, just ignore it

rare siren
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fortunately its not really game breaking

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just wanted to mention it just in case

flint pollen
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Phew. But it is immersion breaking. Also you right too many mods try to fix item locations and yet all my items are falling out of the ship still : )

hidden solstice
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amateur mistake (differences between pre7 and pre8)

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you must have spent so long looking for this tho

unreal oriole
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๐Ÿ˜‚ that just me doing some cleanup it was working even before but my OCD needed that fixed

hidden solstice
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a

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lmao

vagrant root
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@unreal oriole can you please fix the bug with the terminal btw?

unreal oriole
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we have two choices for v2.3.0 go back to LethalAPI or keep it ๐Ÿ˜…

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i need a lot of recoding to make my own terminal patch or go use a different API that will still cost me quite a while to do, so it's not feasible in v2.3.0

hidden solstice
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what's the terminal bug?

green pendant
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terminal text starts at the top of the screen instead of lower... causing it to overlap the credits count and such.

hidden solstice
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OH NO NOT THIS AGAIN

sacred forge
green pendant
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if you had OCD you would have noticed it yourself

sacred forge
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I'm not a terminal princess

unreal oriole
nimble gulch
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Was going back to LAPI difficult?

unreal oriole
unreal oriole
# nimble gulch Was going back to LAPI difficult?

i always used LethalAPI.Terminal all i did in the previews was downgrade to an alpha version that was not conflicting with MoreCompany.. in this release instead i put a "patch" ( in the litteral sense of the word ๐Ÿ˜… ) to the error that was beeing thrown so now it fixes the Terminal Bug ๐Ÿ˜•

nimble gulch
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Do we need to install LAPI for this RC?

unreal oriole
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exactly as it is in the current Release

vagrant root
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I kind of preferred not having to use Lethal API terminal tbh cus you said it conflicts with MoreCompany

terse iris
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I also liked the idea of not having to use the LethalAPI dependency because it would get skipped when loading or cause some conflicts when using other terminal mods. However, idk how difficult it would be to remove it and use your own patch.

vagrant root
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LethalAPI's icon is also so ugly

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I hate it's existence in my mod list

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๐Ÿ˜‚

terse iris
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I was having another issue where players who aren't the host were getting a savefile created. I wonder if this is something to do with the force save or if this has been looked into?

analog eagle
vagrant root
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Haha it's my OCD talking I apologize ๐Ÿ˜…

unreal oriole
unreal oriole
vagrant root
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I don't have anyone I can test the rc build with btw ๐Ÿ˜ฆ

unreal oriole
hidden solstice
terse iris
unreal oriole
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mmm yeah i can see it might be creating empty savefiles ๐Ÿค”

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apparently the game still calls the SaveGame function even for non Hosts... wtf

terse iris
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Yeah that's what was happening

unreal oriole
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oh well fix is simple

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from

if (LobbyControl.CanSave)

to

if (LobbyControl.CanSave && __instance.isHostingGame)

๐Ÿ˜…

hidden solstice
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ah yes

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new release candidate for this?

unreal oriole
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on the next rc, it is not a major issue so i'll wait to see if other problems arise in the RC1

hidden solstice
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aight

terse iris
# unreal oriole oh well fix is simple

Ok cool. I think you have an awesome mod and it's a great replacement for ShipLobby / LateCompany. I just feel like it doesn't get the recognition it deserves. I personally believe if you were to add "Late Joining" or "Lobby" in the description on the store it would be a lot easier for people to find.

unreal oriole
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allow to re-open the lobby while the Ship is in Orbit
i should probably add ( Late Joinin) in brackets on this line

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the major reason it is not well know is that 90% of players will sort mods by rating, but less than 1% of the people downloading a mod bother clicking the ๐Ÿ‘ if they like it ๐Ÿ˜…

hidden solstice
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i am different

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i sort by download count

terse iris
unreal oriole
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even worse ๐Ÿ˜‚ you'll never see new mods that way and the gap only increase ๐Ÿ™ƒ

hidden solstice
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nah cuz i look for mods on the discord and only use thunderstore for downloading/changelogs/getting respectfully insulted by wesley

unreal oriole
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i mean you found this thread so you definitly are not in that 90% of users

terse iris
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Gotta sort by last updated / newest for newer mods, and most downloaded for established mods. rating is meh

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Regardless there's only a few mods that allow late joining and I always have issues with the other ones when it comes to names getting messed up on the list or monitor.

nimble gulch
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Downloads are meaningless.

terse iris
# nimble gulch Downloads are meaningless.

Not necessarily. While I do think ratings are better for the mods, most people don't rate. Downloads are just an easier metric to go off of because if people like the mod, they will download it.

nimble gulch
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Issue is it includes updates too.

terse iris
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yeah I don't like that

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But I guess it has to be re-downloaded to update lol

nimble gulch
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It needs to be unique downloads.

terse iris
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I agree. would be more accurate

chrome narwhal
unreal oriole
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i've added a command lobby namefix to forcefully update all the names in the lobby, but it is still a bug that mods like MoreCompany should patch

unreal oriole
vagrant root
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๐Ÿคจ

unreal oriole
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read the line above ๐Ÿ˜

vagrant root
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Huh?

unreal oriole
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one line above that error

vagrant root
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All I saw above it was something about ReservedItems

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Lmfao

unreal oriole
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which is not an error but a Trace btw

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don't you see a Suppressed Exception from MoreCompany?

vagrant root
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Nope

unreal oriole
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uh weird. you have debug logs disabled so the All should also not be visible...

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nvm i'll move the All log back to a Debug log

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you can safely ignore it it's just there in case i suppress an exeption that i should not suppress ( so i can find it back in the logfile )

vagrant root
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I'm starting to think people who say the hotkeys are working fine for them with the 2.0 update for ReservedItems are lying

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Lol

iron anchor
vagrant root
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flip gonna need a 3.0 update to resolve this mess lmao

vagrant root
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Btw @unreal oriole does Lobby Control cause an issue with trying to quit out of a lobby sometimes? I notice it touches a lot in Gamenetworkmanager and I always hate trying to figure out what mod could be throwing an exception ๐Ÿ˜†

unreal oriole
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it shouldn't even tho on my main modpack i have seen errors while closing the game altogether, still not coming from Lobby Control

vagrant root
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Disabling LethalAPI Terminal and LobbyControl fixed it

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Nvm it started again hmmm

unreal oriole
vagrant root
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It's not from LobbyControl something else is doing it I just don't know what

unreal oriole
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gl on finding the cause them, if i remember right you have a huge modpack

vagrant root
unreal oriole
vagrant root
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@unreal oriole any idea what happened here?

unreal oriole
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you typed a command that's not in LethalAPI system i guess ๐Ÿค”

hidden solstice
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i don't know whether to say gray or grey

vagrant root
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I pulled the lever to land at Assurance

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and the game froze

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and outputted that

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LOL

vagrant root
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I wanna guess the errors were update for Office going brrr? lol

unreal oriole
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sigh.... back to TerminalAPI Alpha i guess ๐Ÿ˜ญ

vagrant root
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๐Ÿ™‚

unreal oriole
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yeah but people complained about that so i hoped this would fix all LethalAPI issues ๐Ÿ˜•

vagrant root
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I mean maybe mrov could help you with fixing that

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He did make TerminalFormatter and his custom additions aren't affected

hidden solstice
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lets bully mrov

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@kindred cove

vagrant root
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@kindred cove if you're around, any chance you could help Matty with the bug with his LethalAPI fork for LobbyControl?

unreal oriole
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i'd gladly accept help

vagrant root
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I'm sure he'll help when he's around ๐Ÿ˜…

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he might be sleeping rn

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lol

unreal oriole
unreal oriole
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jokes aside it was just harder to code with

vagrant root
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Yeah, it seems to be the most stable TerminalAPI that exists currently though I'm surprised someone hasn't made a better one tbh

hidden solstice
vagrant root
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Ah so it also has the same issue then

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Lol

unreal oriole
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guess it's not a solution then

vagrant root
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The almighty mrov will fix it

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He has to have suggestions regarding this

vagrant root
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Here's hoping it at least works

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lol

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I typed in lobby

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No action supplied with the word

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โ˜ ๏ธ

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Oh I see why @unreal oriole

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I guess you forgot something when removing it?

unreal oriole
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oh it's not bundled again this time?

vagrant root
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The Alpha API is bundled

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I think it's still trying to look for the TS release though

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Why idk

unreal oriole
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why is it looking for TS then???

vagrant root
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Don't ask me

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๐Ÿ˜†

unreal oriole
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๐Ÿคฆ

vagrant root
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Oof

unreal oriole
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ya this will do

vagrant root
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Haha

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Even a scuffed fix is still a fix

unreal oriole
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reuploaded on github

vagrant root
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Yay it's working and I managed to land at Assurance without my game crashing and burning ๐Ÿ˜†

unreal oriole
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RIP credit counter tho

nimble gulch
vagrant root
unreal oriole
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that's why i do Previews and RCs ๐Ÿคฃ immagine if it was a full release how many people would have just uninstalled and never gone back ๐Ÿ’ฆ

unreal oriole
kindred cove
vagrant root
green pendant
vagrant root
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The stuff you changed in TerminalFormatter is already unaffected by it

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I'm not noticing any issues with the current rc release btw

kindred cove
unreal oriole
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i still belive the current release is fully stable in it's default state

unreal oriole
vagrant root
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Which has a lot of custom commands

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๐Ÿ™‚

desert lichen
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It has support for confirmations and I even built a config edit pretty easily using it.

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If you have any questions, I'll be happy to help.

kindred cove
unreal oriole
desert lichen
unreal oriole
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how do you add the command to the other section btw?

unreal oriole
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i'd like for the TIP on how to use the command to be visible in the list of commands.. not really needed but nice to have ๐Ÿค”

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other issue is that i can't really copy paste your code ๐Ÿ˜… i'd like to take the Command class , CommandManager class and the ParsePlayerSentence patch as they are ๐Ÿค”x2

desert lichen
desert lichen
unreal oriole
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ohhh

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also quite intresting the priorities all of IntMax ๐Ÿ˜…

desert lichen
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You can add your commands there hard coded or add to the Command.cs to have a command name and use the CommandManager to generate the text using a method.

unreal oriole
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nah i have but a single command lobby and a bunch of sub commands

unreal oriole
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but the sub-commands are just an easy switch case

unreal oriole
desert lichen
unreal oriole
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sure how do you prefer the credit? README like i did for the icon?

desert lichen
unreal oriole
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๐Ÿ‘

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is there any reason you used the #region thing?

green pendant
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Regions just allow you to collapse code and the collapsed region can have a description. they're just for code readability

unreal oriole
#

yeah i meant other than IDE stuff

desert lichen
unreal oriole
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this adds it to the main page ๐Ÿค”

desert lichen
#

What

unreal oriole
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this shows on the main help page

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but i may have found how to put it in the OTHER screen instead

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yess!!!

nimble gulch
#

So nice to see people helping each other.

tall hazel
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Um weird thing happening for us:
I host the lobby and as soon as the first mate joins we auto land @ the company building

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and when we leave the company building and the 3rd player wants to join the game crashes

hidden solstice
tall hazel
#

nope

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no mod that auto routes to company

hidden solstice
#

huh?

vagrant root
#

@unreal oriole Looking good ^^ I knew Felix would be a great suggestion to help you out ๐Ÿ’œ

#

Is the new release close to being published? ^^

vagrant root
tall hazel
#

so downgrading it is?

unreal oriole
#

not really go manually with the latest RC

#

or wait like a couple hours to a day max for the v2.3.0 release ๐Ÿ˜…

tall hazel
#

well it's the first time in like 2 months my mates are ready to play a few rounds so I gotta do it quick XD

unreal oriole
#

i'm eating dinner rn, then will resume work on RC3

tall hazel
#

all good, no hurries on your side, I just wanna know how to fix it on my end rq

unreal oriole
#

the crash is probably because two or more players attempted to fill the last slot at the same time ( vanilla bug ) for which i already made a patch in the latest previews

for the autorouting there is litterally nothing in LobbyControl that can pull tthe lever for you. and the only code to change the moons is called if you reload a save lobby load (option)

hidden solstice
hidden solstice
#

oh

#

alr

vagrant root
#

I recommend removing LethalAPI_Terminal and using RC2

#

that will fix the crashes

hidden solstice
#

i thought rc2 went back to the api mb

tall hazel
#

so actually reverting back to 2.2.5 fixed it too

vagrant root
unreal oriole
lament hemlock
#

@unreal oriole is it known bug for 2.2.6 that some items appear under ship for non-host players on game load, even if all item fixes are enabled in config?

unreal oriole
#

yes the item falling below ship is only fixed for who has the mod as the fall itself is client-side

vagrant root
#

RC3 working good ๐Ÿ™‚

unreal oriole
#

actually all item positioning ( cupboard too )

lament hemlock
#

but it's 2.2.6, as it's the latest version on thunderstore

unreal oriole
#

mmm never seen that issue.

lament hemlock
#

even looks like it's not all items, but only some items like masks

unreal oriole
#

well v2.3.0 has a fix specifically for items gliching out of ship for whatever reason

lament hemlock
#

okay, gonna wait for the new release then

unreal oriole
#

i need as many testers as possible for the RCs before i can call it stable and release ๐Ÿ˜…

lament hemlock
#

did you consider putting it as separate thunderstore mod?

#

it will ease things out for sure

vagrant root
#

I was thinking the same thing, seperate mod for RC builds

lament hemlock
#

just call it "experimental" or whatever

unreal oriole
#

i've got that request yes but the mod itself is for the majority Host only so there is no real reason to make it available for modpacks

lament hemlock
#

item fixes?

vagrant root
#

the item fixes that only happen if other clients have it

#

cus clients will miss out on a lot of the config stuff if it's not in a mod pack

lament hemlock
#

added Patch for ManInTheWall bug, process connections as a queue

#

now that's just amazing

#

my friends are raging hard, cause half of them always end up in the wall

#

and restarting game from scratch is slow and annoying process

#

cause usually ESC just doesn't work

unreal oriole
#

you as host can kick them tbh and they should get put back to mainmenu

#

but yes the fix should work and so you don't have to worry anymore

lament hemlock
#

i'm not sure if they show up in player list

unreal oriole
#

same goes for the Unknown name, there is the lobby namefix command to ( in theory ) solve it, until mods like More Company ecc fix it properly on their side

lament hemlock
#

are you sure you don't want to put experimental version on thunderstore? ๐Ÿ˜„

vagrant root
#

I mean testing solo the new RC build is super stable

lament hemlock
#

from my experience, everything always works in solo

#

but as soon as you gather your friends - everything disintegrates to hell ๐Ÿ˜„

vagrant root
#

I mean I used Preview 8 last night and it worked fine too

lament hemlock
#

and then after 30 minutes of rolling back new mod versions your friends are like "okay, i'm tired, that's it for today"

#

D:

vagrant root
#

Btw I still wanna know why GhostCodes doesn't work properly, it's like GGE mode doesn't exist and it just does the normal insanity stuff on T3 planets

#

is that cus of LLL or?

#

I can't think of anything else that might break it

#

Cus I've had many times on T3 planets where a ghost girl hasn't spawned in

#

and insanity rapid fire goes off

lament hemlock
#

rapid fire is pretty annoying tbh

#

random doors closing is fun

vagrant root
#

Yeah but like it's only supposed to do stuff on Tier 3 planets when a ghost girl is around

#

Lol

#

Maybe the LethalAPI stuff was conflicting before

#

๐Ÿ˜‚

lament hemlock
#

it's doing stuff on planets without ghost girl as well, as far as i remember

vagrant root
#

Yeah if you set up GGE bypass

#

Rend, Dine, and Titan aren't on that list

lament hemlock
#

didn't used ghost codes for a long time, as i'm using brutal company minus and it has ghost code-ish event on it's own

vagrant root
#

I wouldn't be surprised if LethalAPI was breaking it, it's gone now so maybe it'll work properly

#

Then again it was bugging the same way without it before so idk

sacred forge
#

I wish we had like multiplayer debug mode or something. I agree with hardy i test things solo and work. Even testing with 2 clients using lan. But the moment we have more then 4 players is when bugs appear.

vagrant root
#

Could be a bug when it's used with LLL

chrome narwhal
vagrant root
#

@unreal oriole so my friend joined and they saw the terminal in it's default spot instead of moved lol

lament hemlock
#

if you use it of course

#

should be fixed now

vagrant root
unreal oriole
rare siren
#

sweet

#

ill give it a go and report any bugs

#

as soon as it actually shows up in thunderstore's mod list

unreal oriole
rare siren
#

so lobby shows up in the list of commands in "OTHER"

#

"LOBBY" command works fine to show all the options, but says invalid command at the start for whatever reason

unreal oriole
#

well yeah lobby [empty] is not a valid command ๐Ÿ˜‚

rare siren
#

i see

chrome narwhal
#

Is lobby command with option appending instead of replacing the terminal text intentional?
lobby [empty] replaces terminal text
lobby [option] appends to it

rare siren
#

i thought the point of "lobby" --empty command is to list the options

unreal oriole
chrome narwhal
#

Minor nitpick - lobby help appears 1 line lower than other command outputs

chrome narwhal
#

The lobby save (name) command probably should also mention that it prevents the normal save from updating and the autosave gets applied to the new named save instead,

unreal oriole
#

uh, no the lobby autosave toggles the autosave state, if you only use lobby save it just calls the save an extra time

chrome narwhal
#

I'm gonna make a fresh profile and recheck but it didn't do that for me. Maybe there's a conflict with something else in my profile.

flint pollen
#

Does the autosave state reset to true when your restart the game?

flint pollen
#

Thought so. That's fine.

unreal oriole
#

weird ๐Ÿค”

#

i remember i had that issue but i belive it was solved in v2.2.6 already... maybe i remember wrong and i added the fix to v2.3?

chrome narwhal
#

I'm doing a test run of 2.3 so thats not it

unreal oriole
#

the autosave state is written to the savefile only on save obv, so if you toggle the autosave with lobby autosave and never save afterwards the autosave state is not written

flint pollen
#

Okay I get it. Would you add a config note that this persists for the save file. If there's already one I missed it by using lethalconfig my bad.

unreal oriole
#

yeah i can surely write it... i just need to find a good spot for it ๐Ÿ˜…

chrome narwhal
#

Alright, this is just a case of doing:

  • lobby save (name)
  • lobby load (name)
    After this lobby autosaves into the loaded save not the main one, but I assume that's intentional
unreal oriole
#

oh yeah if you want to chage the lobby you need to do lobby load otherwise you're just making a backup

#

i might add a lobby clone [name] that basically saves the lobby to the new name and switches you to that new lobby

chrome narwhal
#

Yeah I was just initally confused by the wording. I assumed "re-load the lobby from a SaveFile" meant reload the lobby state into the current save and not load the named save replacing the current one, but I get it now.

unreal oriole
#

yeah it comes from the original function of that command, originally it didn't have the ability to change lobby so the lobby load was litterally a re-load of the current lobby

#

i need to do rewording of a bunch of the commands sicnerally

vagrant root
still stirrup
unreal oriole
#

i mean all i do is gracefully suppress it ๐Ÿคฃ was expecting it to be fixed soon on MoreCompany side

unreal oriole
vagrant root
#

Btw @unreal oriole 1A3 said MoreCompany should have transpilers that helps avoid the unknown name issue, so I wonder if that's why we never had it happen while using LateCompany

unreal oriole
#

two new commands:
lobby clear to simply reset the file to the empty lobby
lobby switch to change the savefile without reloading

#

does it have transpliers into LateCompany?

vagrant root
#

#1184403394660663326 message

unreal oriole
#

uh i could not find that transplier ๐Ÿค”

still stirrup
unreal oriole
#

bruh ok... wait this is not the thunderstore release tho?

#

lemme check again with dnSpy

still stirrup
#

it was done in 1.8.0

unreal oriole
#

nvm i'm blind

#

then why are they still happening?

#

i can't figure out where i need to touch things. that was the only place i could see that would update nameplates and radar

vagrant root
nimble gulch
unreal oriole
#

nothing has confirmation for now.. i will add it soon

#

tho it is quite hard for you to type any of this commands by error, as there is no short alias or autocompletion

unreal oriole
#

if i am right it is another instance of two players connecting together and triggering overlapping RPCs

unreal oriole
#

hi, are two of you available to vc to run a couple of tests with me?

still stirrup
unreal oriole
#

no the Unknown names

#

thoose can only be tested in online mode

vagrant root
#

I wonder if Lobby Control just needs to somehow call for that Transpiler somehow, it's why I asked 1A3 to look at your code to tell you what might need changed lol

unreal oriole
#

transpliers are one of the cool things of Harmony, they are not functions that get called they litterally edit the code of the method they are referencing

vagrant root
#

Ahhhh

unreal oriole
hidden solstice
#

i'd join if you weren't in #No_Access

unreal oriole
#

oh.... uhm general it is then

#

#1207001873610178630

still stirrup
hidden solstice
#

i want to make a joke about persona

#

but i don't know persona

vagrant root
#

I tried that with LobbyControl, but it didn't work

still stirrup
#

i dont rly see how itd work either

#

since i recall testing OnPersonaStateChange and it only triggered for friends not people joining the lobby

vagrant root
#

The fix may be if Matty implements that transpiler MoreCompany uses, his mod is a lot larger and does a lot more than LateCompany and in a good way it fixes a lot of the bugs you get from late joining

#

So it might explain why LateCompany doesn't have that bug but LobbyControl does, LateCompany causes a lot of other problems though

kindred cove
#

i'm gonna lose it

mortal sapphire
nimble gulch
chrome narwhal
#

I've started getting this exception when trying to join a lobby. I'm the only one in a group of 4 that's getting this. The error persist even with JoinQueue set to false. I'm gonna test this out further with a friend later.

unreal oriole
#

Release Candidate 4

really huge improvements to the JoinQueue system, big thanks to all the people that came in vc to help testing! ๐ŸŽ‰

vagrant root
#

it'll be 3.0.14 once it appears in R2

chrome narwhal
#

Alright, thanks for the info I'm gonna grab someone tomorrow to test it out

unreal oriole
#

btw @vagrant root, i've checked some of your past stream, i'd be intrested in knowing if the hotload ( lobby load [file]) still works properly with all the mods you have ๐Ÿค”

#

it is already surprising that it works in vanilla so i do not have high hopes ๐Ÿ˜…

vagrant root
#

I've still been trying to figure out why my game wants to stop responding right before reaching the main menu sometimes cus Bepin never throws an error, could it be from Async Loggers somehow when using the Online skip with GeneralImprovements?

unreal oriole
#

never seen how hotload works? you can load a different savefile/reload the current one without having people and you leave the lobby

unreal oriole
vagrant root
#

Ahhhhhh

vagrant root
unreal oriole
#

there is no reason why AsyncLoggers could cause any lag at all

vagrant root
#

Usually I kill it with task manager and boot the game again and it does the motions just fine lol

#

I definitely suspect something somewhere might be conflicting with that option in GI though just dunno what

#

cus it's weird how it'll do the click to reach the main menu then that's when it stops responding

#

Lol

unreal oriole
#

ohh i've seen that happen with UnityExplorer actually the game does not register any click until you open the overlay and close it again

#

does it actually stop responding ( like with the full windows error window) or just does not receive inputs?

vagrant root
#

the window actually stops responding

unreal oriole
#

try and switch the config of async loggers for unity from Job to Thread... it should still not be the issue but may be worth a try

#

i really doubt it's caused by AL anyways ๐Ÿค”

vagrant root
#

Tmw I see LethalLib update

#

Yeah I don't think so either lol

vagrant root
#

If so I've done that recently and didn't notice anything weird lol

unreal oriole
#

the SaveFile commands:

  • autosave
  • save
  • load
  • switch
  • clear

are there so you do not have to back out to main menu ... basically ever ๐Ÿ˜‚

vagrant root
#

๐Ÿ˜‚

unreal oriole
#

you can be in slot 1 LCSaveFile1 and type lobby load LCSaveFile2 to load the slot 2 lobby

#

or type lobby clear to delete the current slot and start a new game w/o having to back out to main menu nor disconnect any of the players

#

lobby load [empty] will reload the current slot so it's more intended for when you play with autosave off and want to reset a day beacuse you all died/did not met quota

vapid dew
#

Tried using the experimental build because it had the queue option but it doesnt seem to work

#

Friends still get stucked when entering at the same time

vagrant root
#

I mean it attempts to patch it it's not guaranteed from what I understand

#

Idek how [Redacted] fixed it

unreal oriole
#

which one of the versions? last night i had a testing time with some people and found out that Rc3 was not working but a way better system is now in place in Rc4 and Rc5

vagrant root
#

You know how did the LethalLib update show up so fast for me but RC5 is still taking a bit?

#

๐Ÿ˜‚

unreal oriole
#

rc3 was Experimental v3.0.12 and Rc4 and 5 are v3.0.14/3.0.15

#

big mods get prioritized by thunderstore probably

vagrant root
#

I mean you say this

unreal oriole
#

i'm still definitely categorized as small to non-existed ๐Ÿ˜…

vagrant root
#

But I recall Reserved taking over an hour to show up

#

LOL

#

I think it's all rng

unreal oriole
kindred cove
#

all take the same time ๐Ÿค”

#

it's about 40 minutes

nimble gulch
vagrant root
#

LethalLib got on that good roll

#

LOL

kindred cove
#

ts page is real-time, r2 api is delayed for a bit

unreal oriole
#

i know i was just jokingly saying... it's all about caching and the moment modmanager refresh their cache

vagrant root
#

I seem to have found the mod causing my game to stop responding on launch sometimes

#

Somehow it was NoPocketSounds?

#

LOL

#

I'm not gonna pretend to know why

unreal oriole
#

one less mystery in you modpack i guess

vagrant root
#

My mod pack isn't that chaotic

#

Lol

vagrant root
#

Okay nvm it just did it again I hate this shit lol, what's weird is I can still move the mouse pointer and stuff on the screen and the game mouse cursor is there

#

I legit do not understand

unreal oriole
vagrant root
#

Idk what could cause it though

unreal oriole
#

can you send the mod list? i'll check if i can see something obiuvs, do you have any mod that adds overlays?

#

or that changes the main menu

vagrant root
#

MainMenuVersion changes the version text, but it still happened even without it

#

018e42c2-456c-174e-9336-ea3c174c618a

unreal oriole
#

107 ๐Ÿ‘€

vagrant root
#

lol

#

Nothing in the debug logs makes it easier to say what could do it

#

Lol

#

Inb4 it's just Office somehow doing it

unreal oriole
#

from the mod list i don't see anything immediatly apparent but few of the libraries could be the problem

#

also check the LogOutput file for the debug logs too

vagrant root
#

Which libraries could cause it?

unreal oriole
#

UniTask from mirage raises some suspicions and some of the diversity libraries

but wihout looking at the code i simply i can't say they are not the cause

#

most of the other mods can be excluded by their description ( unless obvs they do something weird outside of their main purpose )

vagrant root
#

@unreal oriole it just hit me, what if your patch where you supress MoreCompany being dumb is possibly causing the main menu to sometimes fail to load? I know those logs it throws sometimes happen right before the menu loads, I'll disable that and see if it stops it from happening

#

I have AsyncLoggers so it's not gonna matter if those logs are supressed or not anyways ๐Ÿ˜‚

unreal oriole
#

nah the more company "patch" is for the HUDManager, when a player joins and more company crashes while trying to print a chat message ๐Ÿ˜…

#

nothing about main menu is in LobbyControl other than the Incompatibility PopUp

vagrant root
#

Okay lol well it was an idea ๐Ÿ˜‚

#

I also disabled the item rotation option in OpenBodyCams since SmartItemSaving already covers it

chrome narwhal
unreal oriole
#

can you give the new IL number?

#

sadly C# does not tell what is null :/

#

Oh.. if it is still IL005 it seems that somehow a Disconnect is called when there is no StartOfRound object...

#

which should not be possible

chrome narwhal
#

Yeah it's the same

unreal oriole
#

as the StartOfRound object is created as soon as you open a save and the connections can only come after.... wtf

chrome narwhal
#

It's a weird issue for sure as I'm the only one in a group of 4 that's impacted. I'm the one that's sharing the profile as well so configs should be identical to mine.

#

I'm probably gonna work through it in a brute force way later disabling mods till it works but I don't think I have enough time for it rn.

unreal oriole
#

i'm pushing a change as i can get the variable i check from StartOfRound also in the same Object that calls the OnClientDisconnect()

chrome narwhal
#

So the issue gets weirder - it started working when I imported my own code to a new profile so apparently not everything got synced/I've had some weird leftovers in my own profile.

#

But it's working now so there's that.

rare siren
#

sometimes freshly importing ur profile will fix stuff

#

i remember one time mirage stopped working.. wouldnt even show up in lethalconfigs.
i just imported the same exact modpack in a new profile and it worked again.

chrome narwhal
#

Yeah sorry for the false positive, should have fought of that earlier.

unreal oriole
#

meh the change was not that bad and now there is no way for that line to cause a nullreference

vagrant root
#

RC6 inc here in like the next 30 minutes or so on R2

unreal oriole
#

anything to report on RC6?

hidden solstice
#

didn't play today

#

soz

lament hemlock
#

@unreal oriole i just left a message in AsyncLoggers thread by mistake, looks like wall patch is not working in latest experimental

unreal oriole
#

uhh....

#

i need to test things again .... reee

lament hemlock
#

can queue handle more that 2 concurrently joining players?

unreal oriole
#

there is no limit to how many conncurrent connections it can handle

#

but did you ure RC4, 5 or 6?

lament hemlock
#

latest thunderstore experimental

#

dunno

#

we just started 20 minutes ago

unreal oriole
#

v3.0.x?

#

ok then RC6

#

uhm

lament hemlock
#

3.0.16

chrome narwhal
#

From more positive side the screwed up profile now shows a config mismatch popup instead of getting stuck on loading.

unreal oriole
#

do you have the logs from your friend perspective?

lament hemlock
#

nope, but i have more interesting news

#

my friend latejoined and got interior desync

#

like for everyone it was one dungeon and for her it was completely other dungeon

hidden solstice
#

that happens cuz of duplicates in the LLL config

lament hemlock
#

i have lllfixed

#

in modpack

hidden solstice
#

lllfixed doesn't fix that iirc

lament hemlock
#

and it happens only if using lobbycontrol for latejoin, never happened with shiplobby for some reason

#

weird

hidden solstice
#

lllfixed prevents the config from generating dupes but if there are already dupes it'll still break iirc

rare siren
#

would deleting the config and it generating a new one remove dupes

lament hemlock
#

which one config? LLL config itself or dungeon-related ones?

hidden solstice
#

there are three ways dupes can happen: mod updates, new mod/mod removed and incompatibility

hidden solstice
#

if it's the third then you're out of luck

lament hemlock
#

i just rehosted and now all 6 players successfully joined without wall bug

#

so now it worked

unreal oriole
#

i mean we'd need it to always work otherwise it is still not fixed ๐Ÿ˜…

lament hemlock
#

got interior desync again D:

#

what can be reason of it happening with lobby control as it's never happening with ship lobby

#

something really weird with LLL and latejoin

green pendant
#

you running LLL? i stopped doing LLL stuff because of desyncs. you have to use an older version

lament hemlock
#

lllfixed

unreal oriole
#

my late join code is exactly the same of Ship Lobby

#

Lobby Control is a fork of Ship Lobby

lament hemlock
#

yeah, that's why it's weird

#

i hope that it will be fixed on LLL side

#

cause it's getting extremely annoying

unreal oriole
#

either Ship lobby on TS is different than the version on Github or is not the Late Join mod fault

kindred cove
#

it happens almost always when late-joining AFAIK

#

so it's better to reload lobby completely - so everyone joins at the same time

lament hemlock
#

i wish quit button always work for me, sometimes it just spam errors and doesn't quit

#

so i have to alt+f4

kindred cove
#

๐Ÿ˜Ÿ

unreal oriole
#

does LLL sync stuff only when GameNetworkManager.Instance.gameHasStarted is false?

lament hemlock
#

i don't know

kindred cove
#

there's not a single reference

#

lol

green pendant
#

I modded heavily with the older version of LLL. it was only when the dev released the huge update and everything moved to that did I start having a ton of desync issues. IMO, it's a problem entirely with LLL

lament hemlock
#

perhaps, it's just sad that mod of this importance still not fixed

#

i kinda can disable all the dungeons, but it would be boring

green pendant
#

Yes. But that's the problem with everyone trusting and relying on one dependency

#

I know a big issue with LLL was that everything is sorted alphabetically.. config is generated. if a new moon or interior is added.. it gets added alphabetically but the index #'s of everything changes.. so when it writes the config it duplicates everything twice. (So let's say you'd have two entries for a custom moon or two entries for Hospital interior)..
so when it loads that config... you have problems because there's dupes of everything.

That's my understanding. might not be the whole problem.. and I don't know if that was ever fixed... but I dropped LLL when it was in the worst state after that big update dropped.
Dependencies suck because now everything is split between LethalExpansion/LECore/LLL (old version), LLL (new version)

We're in the WORST possible state for mods right now.
Ideally (IMO).. LLL needs major fixes and EVERYBODY needs to then be on that latest version

lament hemlock
#

i heard that double config was fixed in lllfixed fork

#

but seems like it's not, or it's entirely different bug

green pendant
#

cool. so now we have yet ANOTHER dependency branch to worry about .

lament hemlock
#

at least i can't see double configs on my side

green pendant
#

Devs need to either support their mods, or transfer ownership.

#

It's rambling at this point, but this stuff happening with CSync getting delisted/relisted/forked... hard to want to trust devs at this point. Dependencies suck. Really great that lobbycontrol was able to use that terminal code to avoid that terminal api dependency

unreal oriole
#

has the wall player happend again?

lament hemlock
#

yep

unreal oriole
#

do you have logs from their side?

lament hemlock
#

it's not 100% sure that there's wall bug in this log, he says that it is the same session

unreal oriole
#

all i can see is so many mods throwing exceptions that any of them could be the cause sincerally

lament hemlock
#

they are doing that when you're in the wall

#

cause like half of the game breaks at this point

#

yes

#

at least cupboard fix in GI

unreal oriole
#

if i remember right only fixItemsFallingThrough has to be disabled on GI side

#

either that or OutOfBounds.Enable from Lobby Control

#

currently nobody reported bugs on the Experimental branch and we are doing RCs ( Release Candidates )
the issues we are mentioning are Fixes not fixing what they are supposed to Fix ๐Ÿ˜…

#

basically a feature that is not working and still letting though vanilla bugs

karmic vector
vagrant root
#

@unreal oriole so got a bug rn where someone can't talk on voice while landed

ashen ermine
#

Are we using the experimental? Or the first one? Atm playing 8+ and we're okay so far. 2 hours in and using experimental.

vagrant root
#

I was using experimental, he was fixed after dying to shy guy so I think it was a bug from a game where he agroed shy guy without dying to him for some reason

#

Once he died when we had another shy guy spawn he was fine

karmic vector
#

ive had a couple of deaths where they go invis after respawn or get their spec camera stuck

cobalt gust
#

link mod? pls XD

vagrant root
#

Btw @unreal oriole any chance you can implement a fix for the Boss tag becoming Intern? RankFix doesn't work after you reach a certain level to fix it lmao

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@unreal oriole I finally figured out what mod is doing it Bepin finally logged it!!!!

#

Fucking LethalThings

analog eagle
#

i swear i saw that power outlet and gremlin energy thousand of times already and idk what broke ๐Ÿ˜‚

vagrant root
#

Yeah for me that happened during a time the main menu failed to load

#

Lol

unreal oriole
#

i might have found the culprit for the WallPlayer but while i try and investigate if i'm right,
has any of you had the Unknown name issue with the new RC?

unreal oriole
vagrant root
#

Yeah who knows what though lol

#

Probably was Dantor's we ran into a few issues with it ๐Ÿ˜ฆ

unreal oriole
#

finally i've found the issue

#

this is disabling all playerObjects that are considered not Controlled but it is triggered multiple times from Rcps that are not really releated and so a newly connecting player might get it's PlayerObject disabled before it has a chance to run the Update

#

now to fix it.... that's a whole other story ๐Ÿ˜…

#

i can fix it for whoever has LobbyControl... but if somebody does not have the mod i can't do anything :(

#

it's something that has to be fixed on MoreCompany side and also raises the question "why are they disabling the playerObjects?"

vagrant root
still stirrup
#

I removed it in 1.8.0 which caused a bunch of performance issues which is why it was added back in 1.8.1

unreal oriole
#

i get it but it's not really a good place to trigger it even when a player updates the name ๐Ÿ˜…

i get why it's onConnectClientToPlayerObject and OnPlayerConnectedClientRpc, but having it also on SendNewPlayerValues and OnLobbyMemberJoined adds many race conditions

still stirrup
unreal oriole
#

yes

#

thoose are the 4 vanilla places that trigger AddUserToPlayerList

#

best bet id say would be to init the PlayerOjects as disabled except the local one
enable them OnPlayerConnectedClientRpc and before OnClientConnect for the host
and disable them again in OnPlayerDC

still stirrup
#

That'd make sense why two people joining at the same time breaks then

unreal oriole
still stirrup
#

Yeah ofc

unreal oriole
#

for now i guess my solution is:

#

oh nope this is not yet set

#

ok this one is

still stirrup
unreal oriole
#

รฌ'd say to do the loop on the resize one instead

still stirrup
#

Ah yeah true

unreal oriole
#

after creting the extras you loop over all but the local one

#

and then from there on only touch whatever one changes instead of looping

still stirrup
#

But would you be assigned a controller at that point?

unreal oriole
#

not really but it's an issue only for the host as the host does not trigger the OnPlayerConnect but direclty get's assigned the inxed 0 one no?

still stirrup
#

Probably, I'll have a mess around anyway

unreal oriole
#

ignoring the host, as we can treat it as a separate case, all the controllers should be disabled unless told otherwise ๐Ÿค”

still stirrup
#

Yeah

unreal oriole
#

and the OnPlayerConnectClient should tell you exaclty which ones should be enabled

#

so you enable them there and only disable them on DC

still stirrup
#

Yeye

unreal oriole
#

well on DC and on init

#

yeah you can find the active ones in a postfix of OnPlayerConnectedClientRpc, by iterating over ClientPlayerList

#

just do not disable the ones that are not listed or we're back at the race conditions

still stirrup
#

Ye ik

unreal oriole
#

Release candidate 7

  • Temporary Patch for MoreCompany WallPlayer
  • Properly Sync default Furniture on hotload ๐Ÿ’ช
unreal oriole
#

RC8 has been silently pushed because i made a mistake in the code.. uops

still stirrup
unreal oriole
#

yeah but the playerobject has to be enabled in OnClientConnect for it to be changed ownership

#

it's an exception found out while testing stuff

still stirrup
#

ah

still stirrup
#

actually nvm a prefix will probs work

unreal oriole
#

you need a transplier in that case because you do not have the indexbefore

still stirrup
unreal oriole
#

if you're a client you also need to enable the objects of the other connected clients or is the enabled state sysnced?

unreal oriole
#

in a Postfix all the entries of StartOfRound.ClientPlayerList are the clients to enable ( to be precise the values as it is a Dictionary )

unreal oriole
#

or that, yes that's also a good solution

#

that triggers only once when the client connects

still stirrup
unreal oriole
#

or there might again happen some weird interactions

still stirrup
#

else there'd be lag until someone disconnects

unreal oriole
#

you do that when you are creating the PlayerObjects

still stirrup
#

i tried doing the loop on that and it disabled all

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which is why i moved it into here instead

#

since the connected state n stuff isnt set at that point

unreal oriole
#

i mean yeah that was the idea, you disable all of them, and then enable only the ones you need

still stirrup
#

well i mean it does the same thing either way?

unreal oriole
#

i guess, but disabling the objects after the connection might cause other issues down the line. it's better if they are initially disabled and get enabled when needed

still stirrup
#

results in the cloudy screen

still stirrup
unreal oriole
#

as i was sayng the host needs to be handled as a special case ๐Ÿค”

#

maybe in StartOfRound.Start if it's hosting you enable the host playerObject ?

#

i haven't analyzed the code properly for the host

unreal oriole
#

actually here is the right place ๐Ÿ˜„

#

in StartOfRound.Update at the bottom

still stirrup
#

would need to be before that cuz of the changeownership?

unreal oriole
#

yes, so probably in a prefix of Update with the same check of vanilla

    if (!this.IsServer || this.hasHostSpawned)
      return;
unreal oriole
still stirrup
#

i am

#

the playerconnectedclientrpc is a prefix

unreal oriole
#

that's after the ownership

#

the ownership change is in OnClientConnect

still stirrup
#

(and ofc the OnPlayerConnectedClientRpc & OnPlayerDC still)

unreal oriole
#

nice this way there is no chance of accidentally deactivating an important object

#

plus should give a slight boost of performace by having them disabled immediatly

lament hemlock
#

@unreal oriole so my friend was joining and he stuck on "loading..."

#

no errors on both host and client

#

even after 30s timeout he was still stuck like that

vagrant root
#

With latest version?

lament hemlock
#

yep

#

but it happened only once yet

#

he was able to join just fine before that

#

like a random bug

unreal oriole
#

check host logs

#

check for the warnigns

#

i see the issue

#

uh no actually nope

#

err

lament hemlock
#

copy of my log, friend did alt+f4 and now joined okay

#

so happened only once

unreal oriole
#

uhm all the logs are fine, all the conenctions that get put in pending are correctly matched with a resumed

#

or well, i see a connection accepted but then the client never responded ๐Ÿ˜…

#

so there might be an exception on the client side maybe?

lament hemlock
#

no errors whatsoever on client side

#

damn, i updated bunch of mods and now my game microfreeze each 10 seconds or so

#

and moreso, it happens only on host

#

D:

#

i'm going crazy

#

how to even debug shit like this

#

okay, friend can't join again

#

two friends

#

same situation

unreal oriole
#

i mean they get queued

#

while one is connecting the others have to wait

lament hemlock
#

he was able to rejoin when pressed join in steam several times

#

otherwise he was stuck at eternal loading

#

no matter the timeout

unreal oriole
#

and if the one connecting does not comply it get's discarded after the set delay from config

#

timeout*

lament hemlock
#

nah, they're not in the queue, all others already joined

#

but they can't

#

only after like 5th time pressing join in steam

#

looks like something breaks after all

#

gonna retrieve client log

unreal oriole
#

uhm check the logs and maybe lower the timeout, rn is 30 seconds that when nothing happens feel like a long time

lament hemlock
#

he was able to join like on 3rd time

unreal oriole
#

in this file there is only one join attempt...

#

and it succeeded

lament hemlock
#

weird, he didn't alt+f4 afaik

#

gonna retrieve log next time it happens again then

unreal oriole
#

this sincerely seems like something is preventing your friend to even attempt to connect upon being accepted

and your other friends are stuck in queue waiting either for him to finally connect or for the timeout to occur

#

why he get's stuck is unknown but if you want your friends to join regardless, maybe lower the timeout or disable the Queue from LobbyControl settings shrug

#

with queue disabled expect vanilla bugs to occur if multiple people join at the same time

unreal oriole
#

i havent aksed yet, but do you guys like the look of the fixed lightning particles?

nimble gulch
#

Huh?

unreal oriole
#

zero_surface_area ( Stromy weather ) fix, changes the lightning particles to actually show on the models and not spam the logs

#

while in vanilla they all spawn in a single dot at the middle of the model

nimble gulch
#

Huh, I'll keep an eye out.

green pendant
#

You mean lightning around scrap, yeah? So it should be more visible on particularly larger models?

lament hemlock
#

looks really good

iron anchor
#

Recently put SmartItemSaving into my mod list and made sure to disable the config settings that would conflict with Lobby Control and vice versa but now, each time I load back into a save, this always happens with any items I leave in the locker

iron anchor
unreal oriole
#

seems SmartItemSaving does not store the rotation of items inside the cupboard

#

thoose look like the default Quaternion.Zero rotations

nimble gulch
#

I advise only keeping the safeguard against item changes in SIS.

#

And disabling the rest.

iron anchor
nimble gulch
#

Let me know if the issue will still presist.

kindred cove
sinful sparrow
#

Are there any known compatibility issues?

nimble gulch
#

#1211989201793449994 message

lament hemlock
#

looks like cupboard fix is not really working

#

on RC

#

just loaded a save, everything was under the cupboard

#

well, almost everything

#

some items was still there but in weird positions

#

i have only GI as potentially conflicting mod, but i have FixItemsFallingThrough disabled there

iron anchor
iron anchor
#

@unreal oriole I noticed that whenever I'd leave and reload a save, any items in the cupboard would shift to the right a bit, and the items on the furthest end would just fall through the cupboard even with lobby control's fix for it enabled

iron anchor
#

also, if I move the cupboard somewhere else on the ship, exit the lobby, then reload, everything falls through it

still stirrup
unreal oriole
#

can you guys try reloading the lobby with lobby load to see if that fixes it? if it does i might have a solution

iron anchor
#

@unreal oriole using lobby load did fix it

unreal oriole
#

it's a matter of loading order then, will try a fix tomorrow as it's 3am for me and i should sleep ๐Ÿ˜…

versed bramble
vagrant root
#

@nimble gulch I imagine this specifically is what was causing the bugged item rotations?

brave shuttle
#

Is the name fix only supposed to work for the host or everyone?

If the latter, then it doesn't work ๐Ÿ˜…

nimble gulch
#

Name fix?

sinful sparrow
#

So it says in the log that this is incompatible with late company, does that mean this mod already allows players to join late?

nimble gulch
#

Yes.

vagrant root
#

Bruh lol

sinful sparrow
#

sorry i just got this mod

vagrant root
#

You're all good

unreal oriole
vagrant root
flint pollen
#

No matter how many mods fix item positioning we seem never to be saved.

iron anchor
#

can for sure say that candidate 9 fixed the issue for me @unreal oriole

unreal oriole
unreal oriole
#

as they are floating the offset is most likely negative

#

.

we're getting closer to a relase hopefully

vagrant root
#

were they not resting properly?

#

I didn't even notice tbh

flint pollen
vagrant root
flint pollen
#

Right now I think there are only two installed for me and more do item rotation fixes for their own valid reasons.

vagrant root
#

Idk why items always rotate weird when you place them though that's what bothers me

#

I want everything to rotate properly consistently when placing stuff

flint pollen
#

It really doesn't help that I have throw anything and physics items enabled on highly modded.

unreal oriole
flint pollen
#

That is terrible

#

So when it gets placed neatly that is just because that data is missing?

vagrant root
#

Is there no way to fix that?

unreal oriole
#

what i do normally for showels is i drop them on the ground while in front of the storage , pick them up again and store them

flint pollen
#

This is actually A revolutionary piece of information Matty (haha I did a pun)

#

Street signs are going to be so much less annoying now

vagrant root
#

I never keep signs

#

Lol

#

Too heavy

flint pollen
#

Same and same reason unless you got that poverty rizz

unreal oriole
#

i like to put the signs on top of the pipe, so i don't have to see them clipping ๐Ÿ˜‚

vagrant root
#

I never used to notice that damn floor pipe until I discovered LethalPipeRemoval

flint pollen
#

remove pipe mod users quietly seething

vagrant root
#

Now I hate it cus it leads to nothing

#

Lol

flint pollen
#

I place one of the teleporters on the end of it just started it looks less weird

vagrant root
#

that generator also makes no sense

#

it's ugly and low res

flint pollen
#

Sensewise I think there's some weird logic that it's a kind of pneumatic generating motor pump that runs out of pressure at 0%

vagrant root
#

LethalPipeRemoval is essential now though

#

Cus you can set the default placement of the terminal

#

I no longer have to move it every time I make a new save

#

thank god

#

LOL

#

now it just starts where I always normally put it

#

x)

flint pollen
#

Removes oxygen tanks
Uses Oxygen mod

unreal oriole
#

i'm actually planing on making my own attempt at default placements in the next update , i've already a couple of ideas

vagrant root
#

I don't really understand the appeal of the Oxygen mod

unreal oriole
#

well the idea is to have a default save file that gets copied every time a new game is requested

unreal oriole
vagrant root
#

Yeah ig

flint pollen
#

Me neither really it's too much hassle to be desirable and discourages really deep dungeon excursions and distant fire exits. But if it lets you survive flooded enviros that's kinda neat.

vagrant root
#

I would like a mod that just adds an Oxygen meter when underwater

unreal oriole
#

doesn't the water consume the stamina?

flint pollen
#

It is kind of makes sense to me I mean the scavenger clearly has oxygen tanks on their back

#

But you could also just read this to me that at midnight that is when you're oxygen immediately runs out

unreal oriole
#

i never paid attention to the water nor flooded moons