#Lobby Control & Matty's Fixes
1 messages ยท Page 5 of 1
Btw @unreal oriole are you still planning to implement TwoHandedStorage btw?
and obiuvsly now that i'm in LAN mode doesn't work....
not really there was already a mod for that
yeah he did, but my policy stands:
if i can improve it, i will add it
otherwise i won't ๐
Haha
Yeah, we launched ๐
Still gathering early feedback. I assume there'll be some weird edge cases, but maybe not?
How's it running with your mods?
well, i used it as a soft dependency on all of them, but seems to be working well and as expeted
the one i'm intrested in seeing interactions is the only mod that has to be installed by everyone ( Do Not Eat Items) the others are one host only and one client only ๐
i was waiting for that release as it will help a lot while browsing the server list
Is there a thread somewhere for this?
So is it recommended we get LobbyCompatibility then?
Uh, not on this server yet. I can make one though.
There's two threads now, one for user questions / release thread, and one for API stuff:
https://discord.com/channels/1168655651455639582/1220135308666998825
https://discord.com/channels/1168655651455639582/1220135906199994450
i added support for the mod so who has it will see my mod in the list and be propted for the right compatibility, but as soft dependency means it is not required to have it. and if you plan on playing with it in a modpack with your friends i doubt LobbyCompatibility will be usefull ๐ค
If you have any screenshots of lobbies running your mods (and LobbyCompatibility), they'd actually make great "real" showcases, @unreal oriole
i just uploaded it so doubt any of them will be in the list yet ๐
all i can give you for now is this
Neat
@hexed drift probably because i registered the mod with PluginHelper.RegisterPlugin the mod is listed twice, the second time as unknown ๐ค
That's peculiar, could you report it in the API thread?
sure
It shouldn't be unknown if you registered it
Could it be related to this?
@unreal oriole is it possible LobbyCompatibility breaks cosmetics?
That'd surprise me, knowing how few things we patch 
Yeah I was just wondering lol
Cus there's no real specific error regarding what mod broke them
@unreal oriole Is it possible the NameFix in Matty Fixes did it? with it disabled when I join the ship it says I joined the ship, but with the fix enabled it references me as Player joining the ship
For my friend he saw no cosmetics on me btw
Yeah it's very buggy
Have you also experienced broken cosmetics while using it though?
My friends never put on cosmetics so I don't know, but I do know that it makes you show as "Player"
Is this okay with more company?
In my last game everyone had a number after their name on the radar. Also we seemed to have an issue where someone would have a ghost scrap and they couldn't drop it, picking up enough things would make it disappear but the scrap seemed to be lost. Thinking it's something to do with this or Fixes since we never had the issue before
nah i play with it and its fine
Generated IL code
It should be i + 1 ๐
๐คฃ i should have noticed it before, but it was working so never had to check that code again
yes it is possible but i haven't been able to replicate it yet ( but as i cant replicate it in LAN it's highly likely )
i'm pushing a new rewrite of the NamePatch anyways
Hopefully that fixes it then ^^
22 likes on 6.4k downloads
cracked asf ratio
(i know it was separated from ur other mod but still) ๐
i'd have to say like/download ratios are quite skewed on TS in general ๐
generally if a mod pushes more updates often, they have more downloads since it's not a unique count
22 likes for 6.4k is pretty insane though, don't think i've seen that in awhile
well i'm glad my mod is beeing apreciated ๐
doubt that was the issue because i acutally tested if rolling back fixed this, during my playtime yesterday and nothing changed so it was not caused by ReadableMeshes
Ah okay got you got you
Weird then is it not Matty Fixes doing it?
That would suggest a bug with LobbyControl then potentially but how?
LOL
no idea. if it still happens now in v1.0.8. i do not know where to bang my head XD
I'm just as confused as you are
๐
I hope it was just the NameFix stuff honestly
lmk if 1.0.8 does fix it, i just need some piece of mind knowing it's not something i need to look into for mirage so i can work on other features ๐ญ
before he can fix the game, he must fix the mod ๐
Would you like to try and test it with me? lol
def gotta go sleep or i'll screw up my sleep schedule even more lmao
lmk how things go if u ever find someone to test with
@unreal oriole Testing with Reimeiko rn and it looks like the bug is fixed ^^
Now to make sure Mirage doesn't break ๐
nice.. i guess MoreCompany really relied on the playernames ๐ค ๐
Yep I guess so
Another day another problem ๐ฅด #modding-general message
Can't catch a break but yeah it seems to be a combination of all 3
it's quite generic if he says all 3 ๐
I got on to see myself, and it only fixes itself when all 3 are disabled
Not any single one by itself
or 2
wait I missed a combo I guess
Worked with only Mirage/Matty disabled
It also works with all 3 enabled if you have LobbyCompatibility
๐ค
@unreal oriole You beautiful bastard you fixed it
๐ฅบ
How hard was it to track down?
Lol
i did try... not too sure if it is working
I shall let you know
and was in there last two versions tbh ๐ just undocumented
@flat rose you'll have to swap to use the alternate SoftDependecy method apparently the attribute breaks :/
Link to my Dependency Class
Lol my tag is still stuck at Intern ๐
somehow i cant grab anything last session and turning these off seems to work again (solo btw)
and im using pre 2.0 reserved slot
[Error : Unity Log] TypeLoadException: Could not resolve type with token 0100005f from typeref (expected class 'ReservedItemSlotCore.Data.ReservedPlayerData' in assembly 'ReservedItemSlotCore, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::GrabObjectServerRpc>(GameNetcodeStuff.PlayerControllerB,Unity.Netcode.NetworkObjectReference)
GameNetcodeStuff.PlayerControllerB.__rpc_handler_1554282707 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0096)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0()
AsyncLoggers.Wrappers.JobWrapper:LogWorker()
AsyncLoggers.Wrappers.LogJob:Execute()
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
It might be cus you're using pre 2.0 reserved slot, there's no reason not to be using the current release
The bugs with it have been fixed
i need to add version requirement to the ReservedSlots dependency ๐ค
seems to be the case
ill try updating to newest
yeah the 2.0 versions have been stable since flip pushed 2.0.6
yep it worked again
now i just need to figure out my game crashed when having LobbyCompatibility installed
inb4 it's something like LECore

@unreal oriole if it helps you at all in trying to track down my badge being stuck at intern I do have over 4500 exp atm โ ๏ธ
shhhhh ๐
๐
You'll get this bug with the badge fixed then for sure
patiently waiting for wesley's port to LLL because of this 
my game is freezing hardcore with lobbycontrol/namefixes/mirage update. trying to figure out which one
There has to be a certain level it hard caps at before resetting the badge
fwiw i have played a ton of LC.. i used to get that badge resetting thing but the last couple of months it's just maxed out and doesn't move from BOSS. I wonder if another mod randomly fixes it or maybe the exp is so high is "maxed out a second time" and now does't cause issues
EDIT: appears to be mirage!
My exp is BOSS, but the badge on my character's chest says Intern
in reality we all know you're an intern lun
oh the badge itself? i think i've had people say that about mine (host) but it seems to fix after the first day
you don't have to hide the truth from us
Mine never fixes no matter how many days pass lol
Yes approaching 5000 exp Intern
@vagrant root it indeed fixes itself the first time you gain XP in a round
if you die/collect no scrap it won't update the badge
How's come everytime I look at myself in 3rd person after then using something like TME it still says Intern?
I wonder if other mods might mess with it hmmmm
018e61cc-a4c2-e048-4aa6-164671f35754 Here try with my mod pack and you'll see what I mean
oh 3rd person will always be broken... the badge never updates for yourself ๐
Really? It used to
Lol
because you're not supposed to be able to see it
there is a specific check to prevent an update to your own badge ๐
Lol tf
I wonder if that can be changed so it shows up in 3rd person properly
Cus I remember it showing my badge as Boss before I went over 1500 exp back on V45, and even early on in V47 after I went over it lol
this is basically
if (isLocalPlayer)
continue;
else
UpdateBadge():
๐
Ahhh so you can implement it then
So what I'm gonna guess then
is a mod I had at the time used to make it so you could see it in 3rd person
no this is zeekers code
Ahhhhhhh
i can easly bypass it tho ๐ค
Yeeee do it ^^
Cus maybe that will fix masked enemies too I've noticed regardless of the badge a player has
Masked enemies always say intern even with Mirage or MEO
lol
I didn't even know Masked had badges
Yeah they do ๐
I play with a mod that removes them so we can see the suit more
(I made suits with logos instead of the badges)
i mean they do not have a PlayerController object so they will always use the default tag tbh
even if cloning an existing player the badge will still be the default one
I wonder what mod I had at the time that bypassed it before for me
Must have been like
Helmet cams or something
Idek
XD
I've been confused for so long about that cus I know I used to be able to see it in 3rd person so I thought my game was borked
๐
๐ญ because i wanted the code to look nice the actual fix is 4 lines longer than the previous one... i wanted it to be smaller :(((
:3
Super clean
Gotta love when you want the lines to be smaller but game says "No"
How is the badge fix different from this mod btw?
https://thunderstore.io/c/lethal-company/p/Glitch/RankFix/
as far as i can tell they do basically the same, his will set the local badge at boot, mine will make sure it is kept updated
so the main difference is if you change level while playing mine will show the change while his wont
Oh okay! Neat! Thanks for clarifying!
niceee i knew mirage didnt break anything LOL
Yeah it was just the old NameFix implementation in Matty Fixes, I'm glad the rewrite fixed it ^^
@unreal oriole Do you plan to update DoNotEatItems to make LobbyCompatibility a soft dependency btw?
Cus I know you said it could be removed but pretty sure DoNotEatItems would throw a fit
Lol
Why isn't LobbyCompatibility already a dependency, without it on the current version you can't load into a save
it's bugged, it's supposed to be an optional dependency
i'm quite sure the current verision has already updated to avoid that error... are you still having issues?
if so do you have Mirage?
I have Mirage, is that the culprit? I didn't even see I updated it
yeah Mirage implementend LobbyCompatibility as a softDependency but the dev was not awake when we found the issues whit the way we added it
soon mirage too will have it fixed and we hope the devs of LobbyCompatibility will also fix it on their side
My bad for assuming it was caused by Lobby Control, I really need to stop hitting the update all button and pay more attention to what updates. LobbyCompatibility is nice tho, should make it easier to troubleshoot issues in the future
oof mb matty u catching strays here ๐
i mean all is fair as LobbyControl indeed had the same problem for a short wile but if you see an update it's always good to go and check the changelog ๐
the more a mod spreads the more false positives it will get ๐คฃ
Speaking of Mirage, it just put out a patch removing support for LobbyCompatibility XD
Is there any config settings I should change if using General Improvements with Lobby Control and/or Matty Fixes? (in either config)
(We will fix it before the weekend is over)
right i forgot to answer you, it is implemented as a SoftDependency so even if Tunderstore complains you can safely remove LobbyCompatibility
there are a couple of overlapping features so you should try and compare the configs
if i remember right you should disable itemsFallingThrough from GI
I saw that one, was more concerned about missing something important ๐
What about the scrap cap?
LobbyControl litterally removes the lines of code that do the checks so it will override any other mod that instead sets a value ๐คฃ
Perfect ๐
@unreal oriole
The changes you have made to matty fixes have vanilla items properly sit on shelves and floors when placed or dropped. However modded items are either below the shelf they are placed on, or partially sunk into the shelf/floor.
I have no idea why it would work and not work at the same time.
you seem to have some mod breaking the offset of the items, nobody else is reporting issues ๐ค
Is this the mode where you can have a custom list of items for vertical offsets? If so you're gonna need customize.
I need to test a bunch of items but I remember Geiger Counter being basically under the floor when I checked.
the config for the manual override has been there for a while
Oh I was directing the info at SourceShard regarding configgin' if that wasn't clear
Matty for a mod like this which is general and will likely be used at the same time as content mods... Really I am just asking feeling not request, plopping into the default offsets for custom items like Geiger as I described? Like really ideally the collision models on items would be better but is it considered reasonable to try to cover other modders' asses through none-code?
Also a special case, you ever played with physics items and throw items? I really want to but it has problems with duping items sometimes and clipping.
i mean the Collider code in theory should be able to handle modded items unless the modders made them in weird ways ๐
but in case of problems i put the config option there exactly for modpack makers to put their own values 
i'm not going to add default values for modded items as the main focus of this mod ( as also stated in the README ) is vanilla
but will gladly add config/APIs for other devs/modpack creators to tweak all the values
If im correct Matty fixes covers the features of Lobby control that arent incompatible with other lobby mods
right?
yeah, basically Lobby Control has only host/lobby related stuff and Matty's Fixes has all the other tweaks/fixes/changes that do not fit the other mod description ๐
It's cool. I wonder is there any way a mod could touch configs of other mods to utilise them for improved compat. Say I designed an item and knew it was too small so would clip poorely, I might have some code that touched the mattyfixes config to add my item to the list. Then wouldn't need to code that improvement myself. That's a pretty basic example with alternatives but here are more reasonable ones like adding your damaged_flashlight to the reservedflashlight slot.
This was a based decision btw. Wish Quality Company and General Improvements had such keep-it-clean mindsets.
not great to touch another mod's configs.. as it would prevent them from making changes and updates to how it's stored. best to have some sort of interface between the two mods.
imagine a mod changed a config to put letters in a number-only field. and that OTHER mod is the one that crashes due to bad config. that would be impossible to diagnose and would cause an error for the wrong mod, really
some sort of broadcast communication protocol would be interesting. every mod could listen in on it and mods can freely send messages. handle the messages you want and ignore the rest.
think of some basic command/parameters setup.
command: LobbyControl.positionOverride parameters: myCustomScrap:0.15
mods can define their own commands (with modname as a prefix) and then require a specific format. maybe a dictionary of scrap name and float offset in this example, so you don't have to do a bunch of string manipulation.
because you'd just need a dependency on the broadcast API, you don't need to interface with any other mods directly. and anyone is free to listen in or send messages. So even non-lobbycontrol mods could listen in for rotation offset stuff.
each mod would then also handle syncing stuff to clients themselves
I mean the issue I see is resource contention. But if the timing was right or the file locking was safe all the touching mod would have to do is deserialise the config, parse it, concat on the end of the list of the config option, then serialise and save the file.
I hear bepinex does config file management though so I dunno...
might have to utilise lethal config or something
in which case that's too many layers so screw it
Broadcast is a good idea mate. Really core. The kinda thing bep would offer ideally.
bomb, pentagram, bones are from Lategame Upgrades
not sure about bones actually
but bomb and pentagram arent like typical scrap items u can pick up
they're interactables that spawn in the dungeon for completing a Lategame Upgrades contract
there's also a straight up NPC scrap from the mod too
[Warning:Matty's Fixes] Bomb Added to the ignored Meshes!
yeah this is my graceful way of handling mods that do not react nicely XD
if you see the error followed by a line like that you can ignore it
oki
Having another weird behavior now with that sticky note still ๐
Every time the ship gets back into orbit after the first day, the sticky note gets "duplicated" and spawns in the middle of the ship here:
that feels like OutOfBounds teleporting an object that is below the ship back inbounds, so probably your mod creates a new stiky note each time you go back in orbit ๐
you can easily check that using UnityExplorer and no Matty Fixes and once you get back in orbit you should see two instances of the stiky notes, one on the screen and one somewhere in the negative y values
Oooh, yeah that's probably what happens, the issue is I doubt anybody's gonna update this mod, it's been a while since it's last been updated ๐
Plus it's not open-source so I can't report the issues on GitHub :/
matty, does this or fix mod touch map/moon info screen?
nope not at all, only namefix touches the radar names
so im getting some sort of error that stops the moon location video from showing
the only changes ive made to my modpack was update 5-6 mods and adding BepInEx Faster load.. i already told diffoz about it
hard to figure out the problem because it happens randomly with no clear trigger conditions
highly doubt this is caused by any of my mods... it has to do with either the GPU drivers. or a corrupted file
hey matty, when you're using that register method, do you still get this error?
idk if this is just a sign of me not doing it properly
but i'm able to load into a game (in lan)
err no you should not get any errors at all. that means you are still using the wrong softDependency
how are you doing it?
oh i'll fix it, just wanted to confirm whether or not that pops up
i still haven't changed it yet so it's the old way i was doing it
yeee nope that is bad
yeah ill just have to make a separate class like u mentioned
ah u reminded me there was another mod i installed besides bepinfastload.. lobbycompat.. but i wouldnt think that would cause this sort of issue either
yeah my class is litterally the bare minimum you need to do a softDependency.. nothing can be removed from it w/o having to use a hard dependency
huh it actually does requires 2 different methods at the bare minimum
when i tried combining it and just sticking it to another class, it still errors
separating it like urs works
yeah ๐
you can have more than 2 methods if you need more points of contact with the APIs but they all need to stay in their own file and class
https://github.com/mattymatty97/LTC_LobbyControl/blob/lobby_control/LobbyControl/src/Dependency/ReservedItemSlotChecker.cs
sounds like a pain to use soft dependencies if you're trying to interact with it more than just a simple register method
out of curiosity why's the NoInlining and NoOptimization annotations needed?
i don't have it and it seems to work for me
they tell the compiler to not try and optimize the method.. if you do not have them the compiler might yeet the method and put the dependency stuff wherever the method was called instead
causing it to error out obvs
This wiki contains information and other resources to aid with modding Risk of Rain 2.
ah
Basically, you put it somewhere the program won't reach, and by not allowing inlining and other optimisations, it won't be tossed out of the other file inlined into the main plugin.cs file.
So it never enters that soft dependency file (if the plugin isn't found), and hence won't try and parse what's up
(Since it would cause an exception if it did try to parse it, if the mod wasn't present)
I've been trying to enjoy ACompass but I can't suffer lethal_api spam anymore. Unfortunately I need it for bigger lobbies anyway... Both need to ditch that dependency.
LethalAPI_Terminal dependency was from this mod right? i can just delete right
since u dont use anymore
Correct
using mattys fixes for items not properly placed causes items to clip halfway through the ground
define "not properly placed"?
clipping halfway through the ground
i was soft locked when i entered the lobby, looking through my errors rn, could be this?
if the line below that is a warning saing that the Big Red Button has been added to the list of ignored meshes, then no. that's my way of gracefully handle assets that are not made in a standard way
i need to do more testing, but in general if my mod can't calculate the offset it uses whatever the object had originally, wich for modded items has been choosen by the dev
Played a few hours tonight with seven or so people. Latest lobby control and fixes. Only like three issues but i don't think any were related to these mods. Didn't seem to have any sinking item issues or anything. Didn't try to reload the lobby though or anything
@vagrant root no idea what happend yesterday but they indeed all rest properly on the shelves ๐ค
wheres mine
uh?
no wheres my monster plushie
yeah i just pasted the clipboard by mistake ๐
oh lol
still were there any other errors on your side?
not from your side
weather tweak was having the time of its life
same with lethal things, tahts probably what caused me to get stuck tbh
i sincerally hope that zeekers fixes the meshes in his next release so i do not have to do this sketchy mesh conversion anymore:/
Is flooding not working a vanilla issue that was introduced?
prayge
Might have been fixed with the update for the mod
Lol
i doubt he knows that the fix for so many issues is ( at least from his side ) as simple as ticking a checkbox on each mesh for the items ๐
@unreal oriole btw I wonder if the shotgun being weird yesterday was some compat issue with your mod and nutcracker fixes somehow ๐ค might be worth looking into
nah i daily run Nutcracker fixes.. never had issues
Weird
I was gonna guess LobbyCompatibility causing it not to work but maybe not, maybe DiFFoZ's mod is causing it to break?
Lobbycompatibility doesn't touch anything beyond the lobby
Yeah I'm just trying to rule out potential recent additions
I didn't think so
Just clarifying since I've seen it pop up here and there
(For presumably the same thought process)
i've had to do the same clarifications for a while after i first released AsyncLoggers ๐.
Yeah nah you're good my only guess is if maybe they both touched functions related to the lobby somehow
But I doubt it
In our case it seemes like the mod wasn't working, like something prevented it from loading
That reminds me I need to stable release LobbyCompat 1.0.2
yup no duplicates ๐
I have a big mod pack btw so I wasn't trying to blame your mod btw I just suspect anything I add can and will conflict if it wants to ๐
Oh, no worries at all! Just wanted to clarify it in case anyone else stumbled upon this.
100% understand the reasoning
Yeah ^^ when something breaks after recent additions to the pack it's like "Okay what broke it?" LOL
especially since Bepin half the time won't give me an error
๐ฆ
Lol
@unreal oriole any chance you can fix the client desync when people pick up the apparatus when late joining? I thought you had the Radiation Warning bug fixed lol
uh? what client desync?
isn't that LightsOut issue? ๐ฅบ
i mean - i'm sure i'm causing some of that
It seems that these two settings aren't working because I was seeing my friend hit with an invisible shovel
yeah shovels do not call neither interact noruse RPCs sadly ๐
they only play an animation which is not so easy to intercept
v50 is definitely in the works, but i certainly hope that wont be the last version
why people talking about v50 potentially being the last version?
well... it's been 3 months since last update and people are feeling uneasy
that, and lack of communications from the dev
"i'm busy with my life" doesn't sound convincing
so... yeah
i regret nothing anyway, even if it's abandonware
i have 300+ hours of playtime and many amazing and hilarious moments
totally worth it
i mean 100% the popularity of LC has changed zeekerโs life
the amount of steam downloads. thatโs a ton of money.
and pressure to live up to the expectations of a suddenly massive crowd that appeared out of nowhere.
imo since he has money now, he should hire some folks to help him instead of still trying to do it solo, unless he really believes he can handle it on his own
@unreal oriole you deprecated experimental ๐ฆ
I get the 2 versions are on par now ๐ it's kind of funny to see it deprecated though
๐ซก
i will undeprecate it if there will ever be a need to test extra stuff
Probably when V50 drops, unless nothing breaks lol
i hope that recent "leak" was real and we're not just getting bamboozled
the v50 were the mods we made along the way ๐
๐ญ
true actually ๐ญ
Leak? What leak
^ supposedly from a patreon-only chat on his discord server
Gotta pay for "sneaks" (bare minimum communication)
Guy with 100 million bucks in his chequing account has a patreon? xD
this patron was prob before he got that money
also if u consider steamโs and uncle samโs cut, itโs prob less than 50mil. but still rich for sure.
Lol you guys are severely over estimating how much the game made. Probably closer to 5mill
it made $100mil in revenue and ur telling me zeekers only walked away with 5% of that? naw..
Steam takes 30%, my gamers.
This is a good point thanks. Guess they're basically old friends of an indie dev at this point.
but even then i donโt think heโd be left with 5 mil
production cost of lethal company shouldnโt have been too high either since he did a lot of things on his own, royalty free stuff, and voice acting from family friend
_assets from previous games ๐ _
Zeekers is Aussie so it's more the roos who get a cut
oh heโs one of those ๐
i wonder if thereโs an australian equivalent for uncle sam lol
@unreal oriole so we had a bug earlier, my friend dropped a Demonic Painting in the ship and I think it went Out of bounds? and it completely vanished, maybe you can look into why ๐
Cus you said it's supposed to teleport items into the middle of the ship but that seems to not be happening
so the recent lightsout update was u trying to address this issue? how do u know for sure ur mod was causing it tho.
@unreal oriole is that known bug that disconnected players avatars keep standing still on all clients except for host?
hey
I have that bug too!
and i dont even use this mod
okay, it's something else then
i'm getting tired of bugs in LC tbh
every time we trying to play - all kinds of shit happening, sometimes completely gamebreaking
like, for example, player voice chat heard from the ship wall
๐๐
until they rejoin
or freakin dungeons desync
which is not fixed in ages
and every time i have to restart and restart and restart again
sorry for the rant
the player in the wall is caused by More Company.. the join queue is attempting to fix but the values have to be tweaked depending on the lobby
every time there's more than 4 players in-game or late join is involved - game is falling apart
increase the delay config until it does not happen anymore ๐
the thing is that it's not old bug, it's a new one
like player is running around
but his voice is in the wall
until he rejoins
oh so you see the player but his voice is in the wrong place... yeah that's new
yep
queue kinda works now, it kicks wall players so they can rejoin
it's something new
nope never seen that one but 90% of join issues come from More Company and people joining too close to each other
yeah, we're using it as well
not that we have much choice for >4 players sessions
they already have a fix on github, we're just waiting for them to release it
๐
This happens to my group on occasion, someone's voice will be trapped a the ship. rejoining thankfully fixes it
i have theory that it's still related to morecompany
usually it happens after lobbycontrol join queue kick wall players and they rejoin
so it might be just part of the same bug
why are they waiting for releasing that tho?
๐ฆ
That the whole Nameless thing?
with morecompany
for me wall players are not nameless, but rather Player#3 or something
instead of nickname
Yeah that's what's mainly been happening to me since using LobbyControl
before it was just Nameless
i hope morecompany and LLL will be patched soon enough before i ragequit ๐
so tired of rejoining/restarting
Once we get everyone in the lobby working correctly we have no issues, what causes you to need to restart?
LLL dungeon desyncs in the first place
if someone latejoins it's like 75% that desync will happen
and people fall into the void
only rehosting from scratch helps after that
Never had this with LLLFixed and people late joining
Are you using any LE Moons?
no
only dungeons
have that issue every time we play if someone latejoins
it's like guaranteed
I tried RosiesMoons earlier they're a lot of fun lol
but enemy ai on them is a bit buggy, especially Sector-0
from respective configs
I do all interior weight changes through LLL and each of the respective configs I set the weight to 0
try that
you mean global LLL config?
Is there more than one?
only one i guess
the only interior that I use it's respective config to set weight with is Bozoros and I have no issue
I'll try to cook a solution tomorrow
but given my beta weather shenanigans i'm skeptical lmaooo
They need a few fixes but I liked them lol
have you found the suprise on affliction
Surprise?
You didnt notice, anything unusual about that moon?
perhaps in its outside population?
Did you mean the outside apparatus?
the what?
anything... else?
I didn't notice anything
Next time you go there
Try to investigate the hoarding bug population
they arent there to be cute
this is why afflicition is in my top 5 moons
๐
Btw ghost girl goes insane on Sector-0 why isn't she that much of a threat in vanilla?
havent played too much on sector 0 aside from testing
does she go nutty?
Haha yeah she is way more active
I basically got chased like right after being haunted and had my head get exploded
XD
On vanilla moons she barely does anything tbh
because Affliction also modifies entities
i wouldnt be surpised is ghost girl is uber racist on Sector-0
But also could be Diversity ghost girl
tweakin
Oh yeah she was, but even with Diversity on vanilla moons I've never had her isolate me just talk to me on the walkie usually
the newer versions of LLL (since the big huge random version that came out) has caused major problems. I did all the custom moon/interior stuff. It was clear really fast that it was more trouble than it was worth. The worst part is some stuff swapped over, others didn't. So now you can't even pick and choose what you want. You're stuck with whatever is on whatever version you're using.
I dropped all the interior stuff, and with it any custom moons on LLL. went back to LECore. Honestly I just did weasley's moons since they're pretty quality overall (gameplay isn't so great at times, depending.)
Rarely have encountered bugs.. stuff like a player having broken stamina (seems to be a rare vanilla thing.) I've added very limited scrap.
LLL on its own will cause most your unplayable bugs. From there, it's broken moons or mods that are poorly coded/abandoned, and then mods that have conflicts with each other.
The fact that there are some super common mods w/o replacements, that also don't get updated much (like MoreCompany) is a huge separate issue.
would be great for zeekers to fix some of these vanilla issues so we wouldn't need so many mods. i don't know that will happen... new content seems to drive player happiness.
the modding community hasn't "matured" for LC where stuff is stable. seems like a lot of experimenting. and if you rely on those experiments, then you're gonna have a bad time. but yeah even the mods that have been around for months still have really obvious bugs.
mods need to stop doing so much. that fact that you can't get more players w/ MoreCompany without cosmetics.. is kind of a joke. the cosmetic system should be entirely separate, and the default cosmetics should be optional too.
I honestly thought AC was bloated as hell.. but as far as more players/late joining.. it was less buggy than the other options! Being able to configure a bunch of spawn rarities and stuff in one mod was actually great. AC isn't to be trusted now... but.. there was a shot that it could have been a powerful base that everything was built on
but again.. it was another monolith
imo zeekers should def implement LC_Masked_Fix, AsyncLoggers, Matty_Fixes (maybe not readable meshes), PathfindingLagFix, distance culling and like maybe LCBetterSaves
AsyncLoggers is for bepin logging though
I agree with those. I would be curious about other stuff, whether they're bugs or just "accepted" now, like the ghost girl fear reset stuff. It not resetting kind of makes it 'build up' on your player. which might be intentional at a certain point. who knows.
jetpack problems too.
but V50 release is going to put us in another bad state. It's going to release while V49 isn't in a perfectly stable state. Maybe you perfected your modpack. Well you can't move it to V50 because not everything is up to date (and may never be again.)
But now V49 doesn't get fixes for it because, maybe MoreCompany never had a fixed version released for it.
fear meter not resetting i personally like, cuz getting haunted shouldn't just go away just like how you want all your problems to do so
also MoreCompany is waiting for v50 for big fix updates iirc
but it's always good getting updates on a game
Can't you downgrade if you want to? If mods get depreciated after the update? Or will it now allow for multiplayer with friends
where sauce ๐
because they're sitting on many fixes on their GitHub
and I want them now ๐ญ
fr ๐ญ
@still stirrup make it happen ๐ฑ
swipez didnt actually know that v50 is expected this week until I mentioned it to him earlier today, seems like his current plan is to release all the fixes alongside whatever fixes v50 needs
isn't v50 is just rumors yet?
zeekers said on his patreon discord from what i heard
on the 20th he said something like, as long as there are no bugs aiming for a v50 release in 'a week or so'. so that's this week or potentially a little longer. unless more bug fixes are required
no clue if thats real or not though
any rich lads here wanna throw some money at his patreon to confirm ๐ณ
i think if it wasn't real -someone- would have debunked it immediately
can confirm it is legit https://i.gyazo.com/2b0f6fede0dd4c14dd976d70bcbc833e.png
god
no
I JUST RELEASED MY MODPACK
Just stay on 49 then. ๐คท
sincerally the only one that i really want him to fix in actually ReadableMeshes... because him fixing it is the only way for it to work properly...
all i'm doing is some hacky attepts at tricking unity, but they are not stable and never will be
while from his side a 100% stable fix is just to tick a checkbox in his unityEditor ๐
maybe some better grab, swap and join code ๐ค
OH SHITTT
Waiting for tomorrow update ๐
This server will be a mess for a couple of days. ๐
tomorrow?? ๐
mod armageddon
is it actually confirmed? or is it another "tomorrow at 10pm" ๐ญ
nah it's tomorrow at 10pm this time
it's this time at 10pm tomorrow today maybe
it's cooking ๐
theres been a new private beta build almost everyday for over a week now
truuue
I think the 10pm thing is a joke that has grown from this post: https://steamcommunity.com/app/1966720/discussions/0/4289188517340248531/?ctp=2
OP literally says
i love spreading misinformation
I've spat my coffee out, thank you for that ๐๐
oh shitttt
Spreading hate and misinformation is my favorite hobby
Ummm @unreal oriole I think your new update for Matty Fixes broke shovels
I bought a shovel and when I opened the drop ship it got sent into the void
LOL
it was gone
O.o
Okay yeah it's fine at Company
for me shovels are now flying when droping them
I bought one on Assurance and it was gone though
items floating is from mods like CupBoardFix and General Improvements that will set the object type to not have gravity instead of fixing it for each item
showel is fine from dropship too
same on Assurance
#modding-general message other people seems to be seeing floating items ๐
#modding-general message
@unreal oriole Disableing readable meshes made it better but it's still floating
was literally typing about that lol
think the items full on disappearing is another mod
but items just floating seems to be from matty's fixes lol
my surprise when I started seeing the shovel on assurance starting to ascend to the heavens
no idea what to say they are all working perfeclty for me
there might be another mod conflicting ๐ค try to disable use_colliders from config 
disabled everything in readable meshes and they're still floating
but less
wait could it be the asyncAsset thing?
@brisk sierra ?
nope nvm sorry for the ping
if you use AsyncLoggers can you send me the sqlite file?
where is it located?
same place of the log file, in the BepInEx folder of the profile
brb. will eat dinner ๐
@unreal oriole can you test buying both a pro flashlight and a shovel on Assurance? That seems to reproduce having the shovel vanish consistently for me
Let me see if it happens at the company too cus that is hella odd
Yeah at the company it's fine
Hmmmmm
018e8660-7412-87b7-e11a-1f90cea2c1df My current pack btw so you can test @unreal oriole
I'm not having the floating items issue though
- In my pack they're not disappearing
- ItemClipping disabled is fixing the floating thing
- only seems to be for Shovel and Extension Ladder
trying this pack and it's eye opening
but also assurance > pro + shovel they're not disappearing
Really? I only have the pro flashlight spawn in
The Shovel just doesn't exist when I open the drop ship
That's so weird on my end it just completely vanishes ๐
Wtf
Oh I see why
For me it's flying
Makes sense
weird it didn't do it when I did it in your pack though lol
bc it was doing it in mine
hmm
might just be because of where they dropped out of the dropship actually
That would make sense because the height was never the same for me
Yeah and it seems to happen when an item falls on uneven ground after the change Matty did in the new update from what I could tell
@unreal oriole any idea why this is happening?
Yeah it's super borked wtf
I managed to grab it and when I drop it it just returns to floating in the air lol
It's definitely something to do with the bounds calculation change
the issue is that the tools are covered in oil and itโs raining ๐
Canโt believe I forgotโฆ.
yeah when an item offset is calculated it will not change until you close the game and reopen
Hopefully you can fix this lol
Ascending Shovels and Extension ladders is funny but also such a wtf scenario
๐
๐
mine:
Extension ladder computed vertical offset is now 0.02622461
his:
Extension ladder computed vertical offset is now 0,6284785
๐ค something is definitely not working
Yeah
I wonder what's broken in the public build compared to your build you're using
๐ค
that's the point they are the same ๐คฃ
well not anymore now as i'm tying things but until my last message they were identical
Shovel computed vertical offset is now 12.3225
a new record! ๐คฃ ๐ญ
The only mod I have that's touching the items is ScannableTools I think
He's talking about stuff touching the dropship
I'm thinking FasterItemDropship possibly
I don't have anything touching the dropship
the two extra components are categorized as Map Hazards so i doubt it is one of the item mods
The only thing GI modify from the dropship is making it scannable
GI has a few settings for the dropship
But I also doubt GI would be doing this
@unreal oriole is it possible DoorBreach could be doing it for the shovel?
Idk what would be messing with the extension ladder though
no they are also on the other objects
which mods?
LethalThings is possible too
nope
I don't have LGU
probs LethalThings
why would LethalThings affect the shovels and extension ladders?
it's the BlastParticle
Yeah and LethalThings allows things like conductive item charging
and Boomba
blast particle relates to that probs
it's affecting ALL items it's just that not all items can be bought with the dropship ๐
Well the issue now is that
LethalThings is barely maintained and updated so you'll likely need to make a patch for it
Unless @clear quail might know how to fix this
oh i already have a patch... trying to make a more decent one tho
Ahhhh gotchu gotchu
I mean if it works it works, have it auto enable if LethalThings is detected too
if LethalThings isn't installed have it stay defaulted at false
not too sure if it actually is LethalThings but it wont cause issues in normal use.
Fair
it's just that i do not like coding explicit exceptions for specific mods :/
Yeah fair, in this case it'll be there cus other mods may do it too
uploaded!
is it working?
Let me try
Yay!
should i use expierimental or og lobby control?
they're the same now
bet just wasnt sure because exp is depreceted
well yeah if you want future stable updates switch to the normal one
So @unreal oriole got a new issue for you lol, the Lethal Things hammer kept spawning in floating for me last night, one time it was even inside of the ceiling on Office and I couldn't grab it lmfao everything else seemed to spawn fine though
again all perfectly fine on my side...
items spawning in the ceiling actually happens quite often in vanilla too ( mainly over the mansion kitchen )
Ahh okay lol, it's funny how I never saw them spawn in like that til last night though
dropping it from hand was leaving them still floating or not?
I also had one almost inside of the Ceiling on facility once, and no dropping it was fine they were normal
they just spawned in weird
then yes not this mods fault but just weird spawning ๐
๐
other thing i can think of is it not having gravity by default... let me check
no at least from unityExplorer it does have gravity
I mean the hammer has spawned in weird places before lol
Just never the ceiling ๐ but anything is possible ig
Could be a bug with how it spawns on custom moons too maybe
my mods do not touch the position of any item outside of the ship bounds
so unless it is a problem with the vertical offset ( which isn't in this case ) ๐คท
Yeah I think I'm just gonna disable Item Clipping as it makes a couple of scrap float
ypu could just add them to the manual offsets, but if you prefer to just disable the entire thing go on
Any reccomendations for what to set the offset to?
modded items typically work fine at offset 0
but some might be better with some slight values
0.0xxx
Now I need to figure out what exactly the weezer guitar's internal name is, also the fire axe๐
if you have itemclipping disabled and alternate lightning particles enabled, you can also disable readable meshes as they will not be used anyways
I don't have alternate lightning enabed
Lobby Control will actually print their name ( along with the calculated offset ) in logs the first time the item is spawned
It's Weezer Guitar and Fire Axe if anyone else is curious
I tried that and nothing was changing
tell me if it works for you
you need to reload for any chenge to happen btw
yeah I tried that
most if not all the options will not uodate if edited with lethal config
you can check if you wrote it right by checking if the log line changes from computed offset/original offset to manual offset
if it still floats with manual offset 0 then you might have to try a negative offset ( typically smaller than 1 as the unit is quite big )
I won't know till I find one in game ๐ Those are the scrap names from LLL tho so I assume they're right
you could spawn one with LethalDevMode ig
I'll have to test, I'll report back later what I figured out
Btw @unreal oriole one of the recent updates made it so your mod no longer syncs item rotations between clients anymore
So just the Weezer Guitar floats for me, no problems with the fire axe. Manually setting the offset to 0 worked for me tho
^
I noticed some of the monster plushies float now too
The Dog and Thumper ones do
Try manually setting their offset to 0, it worked for the guitar
rotations were never synced betwen clients, they were simply happening at the same time..
i could easily add code for it tho if needed ๐ค
@unreal oriole are you alive
uh?
you called?
can i see how you made lobbycompatibility a soft dependency? im going through the steps rn, xilo helped a little but im not 100% sure still lol
and has to be a separate class and file
namedpace is not important as far as i tested, but it needs to be in a separste file for the code to never even load it if the dependency is missing
Yeah i get that, was just wndering if this is a convention i didnt know about
if you mean the attributes they come from the soft dependency guide and basically tell the compiler to not try and move the code from inside the method to where the method is called instead
nah genuienly just the part where you have .Dependency added to the namespace lol
is that like a formatting thing or organisiation?
oh no, it's just my way of keeping things in order
alright that makes sense, ty, i think i got it all working fine now prob
seems quite short, but this is all i need right?
you also need to call it in the awake under and if condition for the Enabled
ah, ill check that out later then, i have to literally run
Sankyu~
no problem
@unreal oriole This is kinda strange, but I'm still getting CalculatePolygonPath spammed in my log even with lobby control's config option to prevent it enabled
yeah if a monster ends up somewhere where it is not supposed to be (where it canno path, like out of the map ) while still alive it will still spam the error
what i do is simply tell the game to stop dead monsters from pathing ๐
and obiuvsly i cant tell alive monsters to not path anymore
ah yeah that makes sense
I'll try and find out what monster is causing that because they're obv not spawning properly
I have a bunch of modded monsters in my mod list so go figure lol
I was on March
oh dunno then
@unreal oriole got a bug with the Lethal Things hammer, it spawned in floating, and when I pick it up and drop it it returns to floating
Time for a fix
Probably needs a manual offset of 0 like the Weezer Guitar
I just check mine, and I have no issue
Does this mod conflict with something that would cause clients to not see people leave the game properly? Their character just stands in place until someone else joins. I checked logs but didn't see anything that seemed like it was causing issues when someone left. The host sees the player leave properly though.
In my case it seems to be doing the same as the bug the shovel and extension ladder had before, it might also only happen on custom moons
Try having it spawn in as loot on a LLL moon
THANK YOU
@unreal oriole Yea for some reason, with my modpack if I use LethalQuantities I need to use the "lobby open" command before doing any other terminal commands or i wont be able to open my moons menu
what are the commands in the terminal
type lobby
all the commands are in the form of:
lobby [subcommand] (arguments)
#1217111718224728165 message
@vagrant root
it's not a matter of ignoring i only change rotation for objects inside the ship ( flagged with inShipRoom )
if a mod marks other objects with that flag while outside of the ship i do not have control of it
or you can disable the RotateOnSpawn and you will not see any of them change rotation
Has anyone tried if this works for v50 beta? i just want the late joining tbh
It does
Also Zeekerss implemented code that prevents people from joining when the ship is landed, if someone joins while the ship is landing now it backs you out to the lobby
Huh? Why? Latejoin is not a thing without mods, so what's the point of that?
Probably cus before a lot of times if someone would get in when the ship was landing it would start making the game freak out and have ping rates go insane and such, and the player that joined would be mega bugged
Could have been a mod that did it too but idk what tbh
@unreal oriole is this change in V50 good?
It's not actually any logic changed
For that part specifically anyway
Btw he did quite a bit of changes to the masked enemy, and it looks like LC_Masked_Fix will be deprecated once V50 pushes?
He got rid of the ui stuff
uh.. where do you see all this diff files?
sure, i've sent you an invite ๐
๐ thanks, being able to compare the versions is really usefull
this Rpc here is going to make the invisible player fix so more stable
o nice
https://github.com/AndreyMrovol/LethalCompanyDecompiled/blob/a2e3db46961ab654950f30f66fea621223cffa6f/game/Assembly-CSharp/GameNetcodeStuff/PlayerControllerB.cs#L3590-L3593
but this line needs to be patched to allow backFilling of disconnected players ๐ค
@kindred cove any info about assets? specifically if he fixed item meshes ( for the lighting particle errors )?
those are all files dnSpy gave me, i've got no info about meshes ๐ฆ
but i'm assuming nothing changed
rip... i was hoping i could yeet my ReadableMeshes patch ๐ฆ
to be honest there were a lot of assumptions as to what's gonna be changed in this version
and it seems like nothing of that changed ๐ฅฒ
yeah basically everything in my mods should still be working as if there wasn't even an update...
just need to patch this so backfilling players will have a name and that's it
haven't seen any other bug fixing changes while skimming the diff files but i'm out of my field on Enemy AI ecc
@still stirrup if you know: what's the reason why you decided to use the last playerObject instead of the prefab?
prefab was null iirc
๐... it has a value in unityExplorer
dunno then, i had some weird issues when i tried playerPrefab which were fixed when switching back to using an existing object as a template
cant specifically remember what though
i geuss i'll have to try myself then
@still stirrup ๐ i yield. expanded player count is all yours ๐
i can't deal with this gameobject madness
loool
bugginess ingame anyway comes from latejoins mostly not expanded player count, wouldnt disable morecompany cuz they have cosmetics :3
wait out of curiosity, where's the player prefab stored? i remember looking for it in the past, and it's not in the networkconfig's list of network prefabs
yeah the issue is that is is not registered as a prefab
it just exists in StartOfRound.playerPrefab but trying to instantiate it results in various NullReferenceExceptions for the PlayerControllerB
and the IL code says that the null values are this ๐ which should not be possible
Could you send me an invite aswell?
check your github
Thanks
Doesn't 1a3 have a website detailing the changes?
what's your point
I like using system I'm familiar with, can interact with on PC+ mobile & can use directly inside VSCode
and that's that
The reason I did diffs is since zeekers said it's fine to share diffs but not the entire decompiled code https://cdn.discordapp.com/attachments/1168656318345777313/1187490369991090246/image.png?ex=66184696&is=6605d196&hm=35f16aca336659ddebc3ca4a23f58f08578c272f908eb2de27993f44cdbb4b2c&
and that's why I'm keeping the thing private
fairs
I also have an unofficial changelog https://1a3.uk/docs/article/17
nice .uk site
Lobby Control experimental
- fix for broken saves after Firing sequence ( even with autosave off )
- fix limit to lobby-1 players
- AsyncLoggers new API
@vagrant root there is a new Experimental config, that should improve the recovery time from yesterday networking problems
under Networking
default values have not been tweaked much but are the unity suggested ones ๐
Yeah I think I found the mod that was causing it but this will be super useful ty lol
Desynced moon weather and store sales, any idea what could cause this or if it' an vanilla problem?
that can happen in vanilla, if you do not have LLL/LE you can try to run lobby load and reload the current lobby ( that should sync everybody to the same seed,planet and weather ).
i haven't tested it with LLL or any other moon/interior mods to be fair, but i also never got any bug reports about them ๐คท
what happens if a player selects a moon with event but host doesn't have that event?
that's a question for the extra moons/interior developers
but typically big desyncs... if clients and host have different moons
you should go to #help-and-troubleshooting for this kind of questions
Do you have weathertweaks and terminalformatter?
Those might fix your issue
WeatherTweaks should fix your weather desync but I'm not too sure about shop desync don't think I've had that issue before
Do moon mods (not) force a client/host joining error if you have different ones?
Lobby rename doesn't work with spaces
should work... i've been using spaces for a long time..
names are still following the same limits of the normal filed so there is a character limit
I do notice a very strange behaviour with the lobby names. Sometimes I'm limited to like 5 characters and it seems to have something to do with using capital letters. But it's so inconsistent that I can't identify the pattern. Sometimes I seem to be able to use 20 or so characters mostly lower case.
It just cuts off after a space
might have an idea why, will probably fix in a later update
After the most recent update players can no longer late join or be invited to the lobby even if i set the lobby status to open
any errors in the logs?
Not that I could see, I can see where it shows me trying to set the lobby closed and back to open to try to fix it where it says
[Info :LobbyControl] Lobby is now Open
[Info :LobbyControl] Lobby is now Closed
Also tried renaming the lobby, but nothing worked. And none of the players in the lobby had the option to invite on steam
Heres the full game log
oh that's because other clients will not see the lobby as open unless they too have the mod, if only the host has the mod only the host can invite people for late joining
Everyone had the same mods, same mod profile
uhm...
no, but has integration for it
also were you trying to invite with the ingame invite friends button?
that button is bugged in vanilla. and you should always use the steam friends window ( not the overlay one, tha actual window )
I tried using steam friends window
there was no invite option, as if the lobby were closed
also previously, everyone was able to use the steam friends option to invite people when the lobby was open
but it would disappear if the lobby was closed
and it was working two days ago
๐ค . i did not change anything about that in this release
let me see if i can reproduce it real quick
Well i tried landing and launching and now on a new save and it seems to be working?
Something weird tho is that the lobby that was bugged didnt have a name, and one of the things I did to try to fix it was rename it, which didn't help
I don't know, that's what weird, when I tried to make one just now it forced me to put something in
there didnt seem to be a space between the quotes on the terminal
when i did lobby status
the rename function is sligthly broken atm and will only use the first word of the name ignoring anything past a space
that feels like something bugged bad on steam/vanilla game and allowed you to create an invalid lobby
it was a brand new save, so im not sure, im seeing if i can find the place in the log where the lobby was first was made
[Debug :LobbyControl] System.IndexOutOfRangeException: Index was outside the bounds of the array. at (wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager,string,int)
I dont think that's related is it?
that's from MoreCompany
i dont see anything else out of place. Ill just assume it was something weird with the way the game initialized the save and is unrelated to the mod
@solar monolith , from the conversation we had in https://discord.com/channels/1168655651455639582/1200144261333659729
can you check this Proof of Concept repo?
have i missed something?
as far as the shotgun goes, it seems nearly there, although I don't think syncing the ammo after reload starts will prevent it from reloading if the ammo count is desynced
it might be nice to inject into it after the WaitForSeconds(0.3f) so that you can wait for a response from the server setting the ammo count
and then stop the animation and exit if it is full already
for the player patches, I'm a little unclear about where PlayerNetworking is instantiated, and I'm not sure what the purpose of requestSyncUsernameServerRpc() is, I don't think I've seen clients not know the names of players before 
obviously it doesn't hurt to sync that as long as the name is always valid when PlayerNetworking awakes, but it doesn't seem necessary from my experience
I don't seem to see any calls to syncInventoryServerRpc() either?
is this intended to be a dependency for other mods?
Is lobby control experimental still play to use?
PlayerNetworking is attached to the PlayerControllerB
whole the ShotgunNetworking is attached to the ShotgunItem
the idea is allowong it to be owner authoritative, so the client once it finishes reloading will broadcast to everybody the new ammo count ( i have to add a postfix also after shooting )
yeah, I just couldn't find where it gets instantiated, but maybe GitHub code comprehension didn't work (wouldn't be surprised)
the requests are for when a client connects, as the start will only be called once an item is instantiated/spawned on the network
that seems reasonable, but then maybe it's best to sync the ammo on shotgun pickup like I do in NutcrackerFixes and then again after reload
any plans to verify that there's ammo in the player's inventory before the reload finishes?
i sync the ammo on client join, and then allow the clients to tell everybody what ammo/safety the shotgun has if it's in their inventory ๐ค
uh is there a way for a player to start reloading w/o ammo?
I suppose that's fine if we can assume that no shenanigans happen in the intervening time between join and reload
if inventory desyncs
more precisely on object creation
(which I understand this mod is intended to prevent, but it's best to assume it can always happen regardless)
(assuming you want to go that far into the server-authoritative model)
i mean if shotgun is on the ground, nothing can change and if it gets picked up then it's going to be handled the player holding it
at the moment i was leaning on the owner-authoritative model
right I suppose I missed that
that kind of model isn't as easy for me to reason about so idk how much I can help with verifying your changes
I suppose the unity networking model encourages switching ownership but personally I'm not really a fan of that
it's the model that allows me to send the fewer Rpc, to always assume the owner is right
yeah
it's just that the server is the only thing that is guaranteed to have the ground truth
if i had to go server-authoritative i'd need to put transpliers in many actions to make them wait for the server to confirm
once you start basing things off of the flawed model that clients have of the game it gets harder to figure out what all can go wrong
yeah
fair if you don't want to do that
the idea is to assume things related to the PlayerController are corrent only on the owner ( eg. server might have a wrong slot order )
so it's the owner job to broadcast it's situation to allow for everybody to be aligned with it's view of itself
yeah, players being their own truth makes sense at least, assuming that they can't create items out of thin air and tell the server that they have them
that is prevented by unity itself
I suppose that's true
but a bad actor might report him holding items that are not reachable
at least as far as the physical objects go
even so this mod is not intended to be an anti-cheat
with items being consumed it gets trickier and easier to exploit
like the shotgun ammo
yeah
imo anti-cheat and synchronization kinda go hand in hand though
cheats in games like this are usually some sort of desync
yeah but making an anti-cheat mod will require way more changes thst i'm currently willing to work on ๐
the more redundancy and verification there is, the less chance there is that an item gets consumed when it shouldn't be or when it doesn't exist
yeah
that's the way I feel too lol
I just set out to fix very specific things that I know are a problem
the best way would be to make it all server authoritative
so the clients cannot report wrong but then we're back at square one of the discussion
if the goal is specifically networking bug fixes, then it would probably be good to make sure to document what each patch is intended to fix in the code
that way I don't have to ask you why you added a patch to sync the username :^)
will do that for sure, yesterday i just threw together the first commit and went to bed ๐

the username is for some rare latejoin cases
anyway, I think I'll probably deprecate NutcrackerFixes in favor of your mod if it's sufficiently customizable (in case any issues can occur with it)
after v50 the hitreg issues are basically nonexistent finally
sometimes people will show up as unknown ( as steam does not recognize then as part of the lobby ) or have the name of the player they backfilled
please wait for a bit.. this is definitely not ready for release ๐คฃ
oh yeah, I mean it's only getting deprecated for v50
we're all on Zeekers's timeline
the patches that still exist in it are mainly just to fix the safety and ammo count desyncs, which I assume LobbyControl takes care of
so I can recommend that in the meantime
LobbyControl control takes care of then when joining, obvs any desync thst happens after joining is not handled by LobbyControl ( other than the current held slot )
yeah
this new one will hopefully address such cases
I would assume that type of desync is extremely unlikely
main thing is I don't see a reason to update NutcrackerFixes if another mod will do similar patches
less work for me :3
i mean i could try and convince you to contribute to the new mod ๐
uh oh
tbh I can see myself doing a few little things if I notice bugs
we'll see
I really want to look into more perf issues
nah I mean I like mods like this, I can see myself doing it
I prefer my mod profiles to fit with the style of the original game with good balance so I don't tend to use too much more than QoL mods
define play to use?
is lobby control and matty's fixes not compatible with v50? before I can see it on lethalconfig but now I cant. and it seems late joining is not working
LobbyControl is definitely compatible Matty Fixes should be but is not fully tested... we've already had many sessions with them so unless a new patch broke them they should work
this is from my friend who late joining
i mean I cant see them in the lethalconfigs (or wont generate configs) in v50
are you sure you have them installed? check the logs at the start of the game and see if any errors are thrown
that just means the mod never run, not even once
again check the logs and check if the mods have been installed in the plugin folder or not
this is a cut out log file there is nothing about Lobby Control or Matty Fixes in here
also current AsyncLoggers has a bug and will crash if more than 1 .sqlite file is present, please delete the older one or disable the DbLogging
how to check the plugin folder? im new to this
Settings - Profile - Browse Profile Folder