#[v81] Half Life Black Mesa Moon + Interior
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Batby would probably have some idea of the things that could go wrong since he's considering it
as far as CullFactory, I can probably just do a search for all Dungeon components in the scene after generation finishes
I feel like a lot of what I've been doing for this mod is stuff that wasn't intended at all lmao
although I probably should actually hook into the DunGen event...
Might be tricky tho too, cause with Cull factory it works with hiding things where the portals can't be seen
A space area with open expanse where you can see the other floating rocks so you'd see all portals at the same time
as long as you use teleporters between them like the entrance doors in vanilla, it shouldn't be a problem
oh
well, someone else already did that with the Space Station moon/interior, and yeah, it breaks a lot of assumptions in CullFactory
Might need to add caves or something instead of just floating platforms in space
if someone is outside the interior but the interior is intended to be visible there, I have to make the whole thing visible
but honestly? I think that it should probably spawn the exterior view of the interior separately from the actual interior
Also I had an idea today about how I can make my loot spawns more controlled and less sparse sometimes
because all that inside geometry doesn't need to be rendered
Yeah very trueee
Could you just add the area to a section of the map? Do you need generation for it?
if it's all part of the interior and it generates at ground level, framerates will suffer a lot
I could have it generate with black mesa but it wouldn't make as much sense lore wise
You talking the zen tiles?
Ye
I was getting wild and thinking about teleporting a player to an entirely different generation of strictly Xen stuff
Ask Batby if this feature is coming, that would just solve your problem
gonna be in VC for a bit working on stuffs
I might be on later
@sacred quiver do you not have any released mods? we gotta get you the modder role lmao
even contributions to other mods should count, there's plenty of mods with teams
I technically made the dll for Teraspace https://thunderstore.io/c/lethal-company/p/Tolian/TeraSpace/
Does that count? lol
I would say so personally
not sure if it's good form to @ moderator, I did that before and I felt bad lol
I know I was thinking the same thingπ«£
I just @'d one of them haha
Having issues with this map/interior hanging during seeding when multiple players are in the lobby
try starting with a new save file
I did it with 12 players the other night and it was fine, but I think the generation gets hung up sometimes
starting with a fresh save seemed to help it, but I think it is due to scrap spawns getting confused
ah right, thanks for the info. Will try it out later π
Just pushed a new build
0.8.7
- Added HEV charging stations to randomly generate in the dungeons (3 stations per generation) and they will allow you to charge 1 device to full battery each
- more collision in the air ducts (players were falling through)
- removed 1 singular tile that was causing DunGen to freak out making the Random Seed screen to stick around forever
Was it the tile that was failing to generate?
it was one of the Straight Quarantine pieces
I suspect there was weird geometry that Unity didn't like so it was killed, but Dungeon didn't know about it so it would keep trying to reference the tile that wasn't there
Well I'm glad you found it, hopefully getting stuck on the seed is a thing of the past
hmmmmge, Ive been lurking around for this one, is there anything game breaking in the latest version? like no mines, no turrets, no monsters inside and etc? π
I disabled Mines and Turrets as something is wrong with the prefabs I have, but there are monsters and everything else
very playable in the current state π
Hope you have fun!
It is a lot of fun with more friends too so everyone can go off and explore different directions since it is so big lol
stuck on seed screen, when trying to simulate the black mesa moon, it just says there is no interior assigned, I dont see any configs generated either so I'm assuming the interior itself is just simply not added somehow
@uneven stream any clue?
try starting a new save
It has ben an issue when pulling the lever to land on the moon on a existing save for some reason
@sacred quiver reported it before, but making a new save seems to fix it
I will look into it as it is really annoying lol
hmm alright
Must be something that's getting the generation stuck, looks like it wasn't only that tile causing the issueπ
well I mean, the interior itself doesnt seem to get added so no wonder its stuck on generation
There's no LLL configs yet
WIP security cameras for main lobby
gonna add a few of these around the main area and some doors to shut off access temporarily to them
nah it seems like it was still that tile
I dereferenced the tile from the tileset, yet during testing just now I got the same "Tile" was destroyed but is being referenced error
and there is a tile missing from the Quarantine section that fits that exact size
so it is almost like it is still being referenced which is weird
I am gonna try to nail down this error as it is really annoying lmao
but seems to happen entirely due to something in the Quarantine tileset
might disable all of Quarantine until I get it nailed down
if you want to you could toss a broken version and seed my way and I can try to debug it
kk next time I get a broken seed I will send it that way!
How odd that it's still showing up
Update on the security feeds
the top two are the fire escape ones for now
Those two at the top don't generate with the Fire Escapes tho so I had to place them manually just as a proof of concept
it doesnt load for me and errors out this:
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.Variables.GetPlanetCurrentWeatherType (SelectableLevel level) (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0001)
WeatherTweaks.Patches.MeteoMultiplierPatches.GenerateNewLevelClientRpcPatch () (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0024)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager,int,int)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
[20:44:54.6134364] [Error : Unity Log] KeyNotFoundException: The given key 'Black MesaLevel (SelectableLevel)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
WeatherTweaks.Variables.GetPlanetCurrentWeatherType (SelectableLevel level) (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0001)
WeatherTweaks.Patches.MeteoMultiplierPatches.GenerateNewLevelClientRpcPatch () (at <41ab4f56b8904cdcb0f6d1931c7cabc9>:IL_0024)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager,int,int)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
What dictionary would that be? I never saw that before lol
These are the mods it should work fine with
and only on version 49
Ah okay! That very well could be it
I use weather tweaks and not had any issues besides the stuck on seed problem
Which isn't caused by weather tweaks
I was wondering, when I have multiple interior mods, black mesa dosen't seem to generate or the chance is really low, when I disable all the other interior mods it does generate, is the black mesa not guaranteed on its own moon or is it some sort of mod conflict?
Likely a mod conflict with how I have it setup in the alpha build
It really should be the only interior on the black mesa moon
Yeah these are the only modded interiors I have, haven't gone through 1 by 1 but when disabling them your interior worked, so far SCP and Mental Hospital spawned on your moon, kind of seems like it ignores the black mesa interior
Probably due to the way I have it setup which is not ideal and I plan on fixing for full release π
hella excited cant wait to see what you do with this!
this has no config for spawn rates yet? π’
It has no configs at all yet since it's so early
I dont know if just me, Upon testing around 2-4 times there's no much loot inside the interior?
Is the loot just really spread out or is the interior potentially generating less than it should? (Check with scan and see if it ends up somewhere in the intended amount for the moon)
Cause some interiors in the past when they were new (e.g. Office was one of them) had issues where amount of loot would generate less than the intended amount
Like you'd see criminal amounts like 4 - 5 scrap experimentation
Okay, that makes sense. I'll wait patiently! π
I have it where it is supposed to generate 60 - 70 pieces of scrap since I wanted it to be a place that is very dangerous but also full of loot so definitely not generating as intended yet :/
Where the room doesn't render in editor, but does in-game
Only thing I can think of is how the room is categorized
It is all just Room Layer
wait, so where you're looking should be the lobby tile? it's hard to tell there
(also, it would be good if you could record as video instead of gif since that resolution causes my phone to slow to a crawl π )
deleted the GIF haha didn't know that
But yeah the lobby is straight up gone in the Scene view lol
but in game it is there
if CullFactory was working that might explain it, since I made it so that the scene view doesn't affect culling
if you look at the scene view without making sure that the next room is in the player camera, it'll be invisible
other than that though, not sure
I would be curious if anything there was selectable
its not, he was having this same issue last night
Yeah it wasn't cullfactory at all which is weird
The door still in the room?
huh, if i's not CullFactory I'm not sure what it would be
very weird
it's definitely not normal for things to disappear on one camera but not the others unless you have CullFactory 
nah I removed the door lol
I will be in vc for a bit
trying to figure out these damn other doors lol
Might need to inquire for some helping show me how to make a dll for referencing custom scripts so I can expand into that realm for the interior and exterior. For some reason I am just not getting it lol
Hey @spring basin I have @sacred quiver who made my dll for my mod. Is he able to get the modder role too? He also works on Tolian's dlls and stuff π
Figured I would ask π
Would be so much easier to chat about modding stuff in the modding vc without random people joining and being interupted and playing sound boards
@upbeat haven black mesa will soon work with config files so it should play nice with mod packs π
You're welcome π
I'll have to ask someone more knowledgeable cause idk what exactly the rules are on that, I imagine yes
?modder 257364122776240139
Added role Modder to purefpszac
Yay! @sacred quiver you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
Thank you very much β€οΈ
question is there anyway to disable the moon so i can just get the interior
no offense to crab, i've seen the effort and love they've put into it, but im just not a fan of moons based on other things (ex: this, the scp moon, family guy) (except bozoros cause clowns)
yeah there will be ways to add the interior to other moons π
thanks to Pure
and no offense taken π
does that mean that i can get the interior without the moon or-
also good, didnt wanna offend you or anything lol
oh like I mean the mod will all be in one, but it will be very possible to add the interior to any moon with weights of your choosing via config π
ah. hmm...
if it isnt too much to ask, would it be possible to add a config that removes the moon in the case someone would just wanna have the interior? its fine if thats not something you'd wanna do im just wondering
It would moreso be something I am not sure how to do since I am still learning, but if it is possible to do it via config and someone showed me how then I would 100% not be opposed
i think you can hide the moon in LLL
ahhhh i see
i figured i would but i dunno where the option for that is
i know ive used it before but cant find it again
.
nice
In the LLL config enable this
yeah i found it on my own but thanks
Security Room test
updated security cams that work properly now for the main entrance so you can watch for monsters coming down the halls
but it doesn't cover the room directly behind you so you still have to watch your back as monsters can sneak up on you from there
also added a custom terminal that is WIP
how is the terminal gonna work
bascially be a secondary ship terminal hopefully
it doesn't use a separate Terminal component does it?
but the monitor stand area will have buttons to open and close certain doors in the main area to lock out monsters (or your friends)
Nah it uses the same one as the ship I believe, but I had to unparent it from the ship
right, but a clone of that one?
Yeah basically
uh oh 
still uses the vanilla camera lol
you're really tryna break everything in the game huh
so that doesn't work away from the ship
I really am haha
I am hell bent on destruction
Terminal is pretty integral to the initial load of the game so I'd be very wary of it
also, there being multiple Terminal components in the world will undoubtedly break assumptions from a lot of mods
usually mods should cache the one instance at the start of the game, but even then, it will break assumptions
wanted it to be a more powerful terminal user room but with more risk
I removed the parenting of the ship from it, so so far the only big thing that was broken so far is the vanilla camera
yeah, definitely a cool idea
but if it isn't possible then oh well haha
the security feeds alone are pretty fun π
well.. lemme try and think of an example other than the obvious FindObjectOfType<Terminal>() calls having undefined behavior
Ideally I wanted just a simple screen to transmit messages to players from and look stuff up etc
tried to have it default to being only able to transmit messages, but didn't get it sorted with any vanilla scripts so figured I might see about just making it a 2nd ship terminal
didn't think about how it would break things though hahaha
one easy way to see how things could break in vanilla is to look at a decompilation of the Terminal class and see how many static fields/methods are accessed in its functions
for example, in Terminal.Update(), it changes the target texture resolution for the main camera when a player enters the terminal, and duplicating it means that one terminal will always overwrite that change
so you'll have to do a little transpiler patch there
I wonder if I can make a completely custom terminal
and only give it access to some stuff that the vanilla terminal does
perhaps, but you'd have to duplicate a lot of code from vanilla and so you wouldn't get the benefit of terminal mods
if you wanted it to be like a cut-down version of the ship terminal, that's an option, certainly
I might want it to be a bare bones internal terminal for some simple stuff
might not want some stuff due to balance I think but I am not sure haha
(be wary of copy pasting the code directly from vanilla code instead of writing your own, licensing is dangerous...)
one issue with trying to cut it down is that the vanilla terminal works by a "node" list that defines how it behaves for each command
oh interesting
so you would presumably need to duplicate that at some stage, remove the nodes you don't want, and then walk it yourself
I will see what I can come up with and then see how terrible it is in practice (if I ever get it working)
oh yeah also, the ship's money is stored in the Terminal, I forgot about that
so by duplicating it, you'll be duplicating the save's credits so they can spend all of it without it affecting the ship
time to get rich
Hopefully Rosieβs method give the fps boost
why are the moon and interior in the same mod? that's stupid
Cause that's how I'm doing it and doing want to maintain two different mods
You can just disable the moon and use a config that's coming soon
It's not that hard
This
I hope so! I have some other methods too, but saving them for once I'm done with the tiles since I want to do more
maintaining them seperately is easy, just export their files seperately. would also save on space
they find it easier with their workflow to have them in the same mod
you have the ability to change that if you dont like it
I've put over 200 hours into this and I'm doing it this way, you have the power to put in less than a minute to change it yourself π€·ββοΈ
And in terms of space saving the exterior is like 50 Mb so like it's really not that bad. It's all the assets for the tiles of the interior that makes it over 400 Mb
New update is out
https://thunderstore.io/c/lethal-company/p/Plastered_Crab/Black_Mesa_Half_Life_Moon_Interior/
LETS GOOOO
Changes
- added dll and config now so you can now simulate the interior chances on the moon by typing "simulate blackmesa" in the terminal as well as use this interior on other moons and vice versa
- Added doors for the single doorway sockets
- replaced single door blockers with similar doors but with red emissives to help identify blocked paths in the dark
- added WIP Security room with surveilance cameras to allow players to keep an eye on the main entrance of the facility (lots planned for this room)
- added WIP custom terminal which I will do some testing with but not sure if I will keep
- added secret jump area on exterior moon (Have fun jumping to and from it!)
- added custom scripts for toxic pool to damage over time and warn players of radiation when entering the area
Also pushed a hot fix version to prevent the seed generation bug from happening
Have fun! Record playthroughs too if possible so I can get an idea on how it is going for people so far. Hard to test it game by game with only a couple people's perspectives at a time haha
"use this interior on other moons and vice versa"
BIG!
Thanks to @sacred quiver for getting the config stuff setup in the dll for that part π
And here are some random screenshots of both the exterior and interior
this update just broke my game
cant even load in to the ship, its just black and log spams errors
me 2
When I start the game it gets stuck when you have to choose "online" or "lan". Although I managed to fix that by updating the dependencies (CullFactory and EvasiaLetalLib) Now I can start the game, enter the ship and even travel and land on the map , but two problems occur, one is minor because for some reason the HDCompany is "deactivated" and the second is that I cannot collect scrap of any kind and when I try to do so the console spits out an error
how wip is this
like are there still creatures and loot spawns
cuz it seems sick but if its really early stage id rather wait for it to be fully out abd working
@uneven stream your latest update is causing peoples games to freeze
booting up a save just looks like this, others are having the issue but I havent confirmed whether they had this mod or not, either way removing it allows my game to load.
That's weird π€ what other mods are enabled?
a good amount im going to see if the mod causes the issue on its own
Some mods I know cause you to spawn in the wall, like More Company does that sometimes
But yeah let me know! π
didnt happen on its own, must be a conflict with a popular mod seeing that 3 other people hav posted the same issue
Yeah there are creatures and loot spawns π
Yeah I know More company does it I think, but after reloading it goes to the ship again cause I have played this with the mod that does it with groups of 12 before π
Usually just reloading fixes it π
What does your mod list look like?
What are the errors and what mods do you have? This should be just like any other interior and custom moon mod in terms of conflicts π€
I have 200 mods
The ones that got mentioned in the error was insanity remastered and Lategameupgrades
chances are if people are getting stuck in the wall 100% of the time, there's probably an error in the log preventing them from spawning correctly
I had to close LC from the console, i couldnt do anything ingame
I played with late game upgrades one before and this mod
Do we just need a log dump to see what actually caused it? π€
I spawned in the wall before with other interiors and other mods and then I just restarted my game and it worked fine with those
Probably some odd conflicts doing that I imagine
here is some errors
https://pastebin.com/S9YghbSc
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
let me know if you want entire log instead
I have a lot, several custom Tolian moons, several more interiors, more company, lategame Upgrades and some models. The point is that with version 0.8.8 I have had no problems with the modpack that I am using and in fact the only fix I have found has been to put that same version back. I also tried using several versions, but nothing worked. I seem to remember that when I had the error on the console I saw an error related to the internet, it occurs to me that perhaps it has to do with a mod that synchronizes the host's cfg files with the rest of the players
Can you send me your mod pack?
I can test it later π
But I do know more company can cause it as I've had that exact error in the past, so I'll try to nail that down today π
And makes sense since this version now adds the config dll stuff
@sacred quiver and I will have to look into it today to see if that is happening related to that
that's my thought, if it's intermittent though it could be the MoreCompany issue or something
Just tried with LateProgression and MoreCompany together and other mods and it worked fine for me
I've had this issue with MoreCompany in the past tho
Very rarely I would spawn in the wall
But restarting would usually fix it
i dont use MoreCompany, but got the same issue
Yeah that's super weird, thanks for the log! Hopefully we can nail down the issue π
Do you have lethal progression by any chance?
It would be cool if you could get in contact with the SDM creator and make something like the painting they did for their interior. Basically was a custom apperatus. That would be sick on this moon
Whatβs wrong with lethal progression
We think there might be conflicts with it or something related to it
Gonna be doing testing today
no, i got the normal one (LethalLevelLoader v1.1.6 by IAmBatby)
Oh alright
Could you try it with LLLFixed by chance?
We think that might be it
Since I guess base LLL has desync issues @sacred quiver said
He's been testing with it
@vapid pendant Having just LLL disabled and using only LLLFixed gets you stuck like this in the ship. Any ideas? Running both LLLs fixes the issue, but it seems to cause LLL not to generate any interior or modded moon configs
Also LethalProgression causes the same problem
same here, LLLFixed does not solve it
@north thorn the all knowing is there a time that Pure and I can get your assistance with trying to find out the cause of these issues with Black Mesa?
I might not be free tonight to look at it but I'll let you know if I am before it's too late at night
No worries! Pure and I are just so confused why this seemingly doesn't work with the dll, but does work whenever I never had a dll
And the dll is the same as teraspace and it has none of these issues
Sorry for the ping earlier @vapid pendant, we narrowed it down to some mod conflicts. The odd issue is, these conflicts only happen when using the version with the dll loading the interior. The older version of the moon just forced the dungeonflow via the selectable level. Any ideas why only the newer version has these problems?
Zaggy do be hella smart thoπ bro is the goat
Reverting the config + dll changes to bring things back to how they were
judging by the log [here](#1215444909092249672 message), it appears that one of your ConnectorPrefabWeights' spawned objects is null?
there's an error on this line in LLL
if it's working when LLL itself loads the assets but not when your dll does though, could it somehow be trying to load the assets twice or something?
Pure and I also had these:
When selecting Online in main menu
Stack trace:
LethalLevelLoader.Extensions.GetSpawnSyncedObjects (DunGen.Graph.DungeonFlow dungeonFlow) (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_0059)
LethalLevelLoader.AssetBundleLoader.RegisterDungeonContent (LethalLevelLoader.ExtendedDungeonFlow extendedDungeonFlow, Unity.Netcode.NetworkManager networkManager) (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_005E)
LethalLevelLoader.AssetBundleLoader.RegisterCustomContent (Unity.Netcode.NetworkManager networkManager) (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_0022)
LethalLevelLoader.Patches.GameNetworkManagerStart_Prefix (GameNetworkManager __instance) (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_00ED)
(wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Start>(GameNetworkManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetworkManager::Start>?1163174992(GameNetworkManager)
LethalLib.Modules.NetworkPrefabs.GameNetworkManager_Start (On.GameNetworkManager+orig_Start orig, GameNetworkManager self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetworkManager::Start>?2032614628(GameNetworkManager)```
When trying to join other player
```[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GameNetworkManager.StartClient (Steamworks.SteamId id) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0021)
GameNetworkManager.JoinLobby (Steamworks.Data.Lobby lobby, Steamworks.SteamId id) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0167)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)```
that first error is probably the precipitator
that looks the same as I saw in the logs
ah interesting, I will have to check the prefab weights then
would that cause these so many issues?
oh yeah
I reverted back to how things were before the dll/ config and it is all working fine now
can you join vc for a few minutes? Or is it too late over there?
the function is called in a prefix of GameNetworkManager.Start(), so it stops everything else from setting up
I'm fine with looking for a bit sure
oh I didn't see you in voice
[Error : Unity Log] Failed to read data for the AssetBundle 'C:\Users\jeffr\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Black Mesa Test 2\BepInEx\plugins\Plastered_Crab-Black_Mesa_Half_Life_Moon_Interior\blackmesainterior'.
[Error :Black Mesa Interior] Failed to load Interior Dungeon assets.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
BlackMesa.BlackMesaInterior.Awake () (at <cdda1085454249d1a008094460524216>:IL_0127)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
While we battle with the dll/plugin causing every issue known to man, here is this test for some Handheld TV items that broadcast to the Surveillance system
https://www.youtube.com/watch?v=sJ0OB5T-NOU&ab_channel=PlasteredCrab
thats actually so cool
it's been fun to work on!
It also works as a walkie talkie still
but I want to add some code so that it can only be used within Black Mesa
they might blow up if they leave the facility or something idk
Enemies made long term enemies for interior would be nice
like they carry over each day?
idk but that would be intresting
this is much better than flashlight
We think we found the issue for the config/dll version thanks to Zaggy the god
Doors and Vent Doors are now fully synced with all players
Handheld TVs also sync for all players
and also Surveillance system is synced for all players now too
v49 update I want to have out tonight that has working config
then v50 once LLL is updated
Not sure if this will actually work in-game since it depends on enabling Light Layers in the HDRenderPipelineAsset.asset which idk if we can alter, but I did a test where there is a spotlight that only the camera on the handheldTV can see which essentially makes night vision
That way the TV operator can see more of what the player can't see
Half Life Black Mesa Moon + Interior
is this V50?
LLL isn't updated yet so not at the moment
No custom moons or interiors are on v50 yet
Lethal level loader needs updated first, but once it is I'll rush it get it updated
New update is out
can monsters and loot spawn ?
Yes
nice gonna download it
Have fun π
Be sure to check out the new custom hand held tvs in the security room
They broadcast video to the surveillance system
Fun for playing with friends
They also serve as walkie talkies
The new version is 0.9.14 so it may take a bit before that version shows up on the thunder store or r2 mod man
Thank goodness for Zaggy and his all knowing wisdom or else this mod wouldn't be this put together π
@uneven stream How snare flea friendly is the Black Mesa Interior?
I haven't tested them exclusively yet, but one did land on my head when randomly testing on Experimentation lol
I am schemeing to work on a teleporter room tile that can show up in generation
where there teleporter in the center of the room can be 1 of many variants
and you don't know until you use it
I want it to either
- randomly send you deeper into the facility
- send you to the ship
- swap your positions with another player
- swap your positions with a random monster
- send you to a random monster
- send you to a random player
- explode
@uneven stream
do you want me to test anything in particular
oh damn this is really cool
YOU GOT WORKING CHARGERS??????????????? AYO
I do haha π
glad all that is working on v50 with that hotfix LLL version
well its my first time ever playing this moon/interior so idk where to look if i were to search for broken stuff
try to take that custom walkie off the planet if you can
okie
it has a custom script to try to prevent it from happening
which may have issues with v50
but other than that it is all vanilla stuff
also lmao the icon
so it shouldn't have too many issues
yeah haha chonky walkie
couldn't figure out how to get the icon to change as it isn't a png haha
Made this for it and everything
Genuinly asking but what will be the point of these custom cameras and the custom terminal if there's already one in the ship?
yeah it is gone
oh weird
its a common issue i think
these are for surveillance cameras in the inside
but yeah walkie itself is gone
oh you'd have to ask other modders for that ig haha
and the walkie tvs broadcast to the surveillance system in that room π
did it blow up?
no
But why would anyone stay there instead of the ship, like gameplay wise what is the point?
it is supposed to explode haha
im glad it didnt
i wouldve died if it did
like irl
im gonna take two and put one on the floor
because you can see more of what is going on inside, and I am going to be adding interactable Quarantine doors, PA system to help lead players to Fire exits, etc
nope it just vanishes
Ah that sounds interesting
this interior is insane damn
dang haha
Can't wait to see it when it is done
i think it is due to zeekers adding another parameter to the spawning explosions
it explodes in v49 haha
damn you zeekers....
but I have a fix ready for whenever LLL is properly on v50
alsoooo it feels like black mesa is wayyyyyyy too good for a 0 cost moon
gonna be adding tons of custom scrap and custom crowbar weapon
i got a ton of scrap
oh yeah it will cost money later once it is full released π
Probably like a Titan
cool cool
also wanted to say that the doors sound a bit weird but overall this dungeon looks insane
also can you check if the vent ducts work still?
yeah the doors I want to animate to slide instead and add custom sounds
oh sure in a bit
right now it is vanilla sounds for them haha
ah, it sounds weird like it has some echo or something like that
but there are ventilation ducts that you can crawl through to get from room to room
and they have vent grates that you can open and close to get in
and hide from monsters etc
you can peek through them too since they have slits
monsters can crawl into them to chase you tho so be careful
Love it! It would be cool for you to have some randomly generated pc screens that maybe are broken. These screens would have clues understood only by testing the teleporter. After enough experience with the different vsrrients players could learn a pattern.
I find that if it is overtly too dangerous people will avoid it. Bit if there is a tick, people will aim to find it.
maybe make it a room variant that only has a chance to appear?
oh absolutely that sounds like a great idea
yeah I have a room already made for it π
I just need to get the teleporter working and the custom code for the other effects
but yeah that would be cool to give clues!
yeah, but the part about experience would kinda ruin it a bit...
i love how mimics approaches that issue with having an easy mode with clues and hard without, but room variants that both have clues and dont have any at all sounds really nice
I could have a room with clues, and a fully random room
most players would choose to do it if they are in a pinch
like if they will die anyways or something haha
so you dont always get to know even if you're experienced. but then some would say that would be a bit unfair? but then again no one is forcing you to use the teleporter (unlike mimics)
on the side note
my r2 completely refuses to launch so me testing vents will probably have to wait
no worries π
i dont think i can close the starting room one
oh yeah that one is always open
I might make it interactable later on, but wanted it as a mini-tutorial to getting players used to getting into a vent haha
oh good they work!
Yeah no way to prevent dead ends
like vanilla haha
probably gonna add lights to help show dead ends easier
but no way to fully prevent them with how DunGen is haha
but at least dead ends have the added feature of enemies not wanting to pathfind through them
they only pathfind through vents that connect rooms
so you can use dead ends to hide from them in
just used one to traverse between rooms
one of my friends was going to work on that haha
have it turn you into a black mesa zombie but instead of infecting you it attacks you
idk if you have heard about scarlet mansion but it has its own coilhead variant thats like a knight that has a chance to spawn or something like that, but its literally a coilhead with a custom model (i think)
made me think about a headcrab that would be a model replacement of a snare flea
also
barnacles?
content warning has barnacles but without the dangling tongue π
oh a custom enemy would be really cool yeah
scratch the enemy variant thing haha
yeah all of those are planned once the facility is done π I just don't know how to animate
vortigaunts that chase you around and their energy can teleport you
Barnacles that are like hazards and you have to smack your friends that get caught to be released
scarlet mansion is really cool, I think enemy variants also would go nicely in some ways
Puzzles are fun! π
I know nothing about custom enemies tho so it would be very much so something to do at the end of this project haha
unless someone else works on the enemies first
yeah!
Might have the teleports have obvious variants to learn about
but then one broken down one that is fully random
for players truly desperate
kind of like Emergency Dice
i wonder if those work on v50
oh
werent there turrets in half life?
those could work like enemy variants
yeah
There are also ceiling turrets and floor turrets
yeah I was going to add some of those too cause they are sweeeet
and trip mines
but they go on the walls
with lasers to activate them instead of stepping on them
so you have to jump over them or crouch under them
do you have a trash compactor room?
no but that would be funny
speaking of trash compactors, i wonder why no one has made a death star moon yet..... no star wars fans in lc community smh
If you can find a way for these to be used in other Interiors I would giggle like a school girl! Also probably promptly die in the game.
I might have to manually place their potential spawn locations haha so idk if they will "just work" with other interiors due to rotational factors and have them spawn in heights that make sense
since I want to make sure it is polished for good jump heights and crouch heights π
zeekeers when he spawns a turret in factory wall
yk the parkour room with a steel beam
Make this dream an attempt for after full release. π
It's a feature. π
haha could be!
we will see how much gas in my tank I will have haha
btw @worldly escarp have you played it yet?
it should be very playable in the current state, especially with the dll/config issues fixed and now synced doors and everything π
even in v50!!!!
@uneven stream
I barely tested it last night. I was getting ready to release it in my last v49 update for shattered company. However I ran into an error.
I have never had this error with WT before so I am not sure why it happened. I sent it to @cyan drift
However, everything is in flux atm with the v50 drop so I do not expect him to get to it.
I will probably drop Black Mesa from the last v49 patch. So I will have Black mesa working with the other mods in v50.
I did some custom monster weights for it as well π
oh interesting! We are doing a huge 15 player test on it right now with lots of mods so we will see how it goes
@uneven streamv50?
nah for v49 haha
60 seconds Β· Clipped by Plastered Crab Β· Original video "Black Mesa Lethal Company Big Playtest" by Plastered Crab
One of my friends in VR with the new Handheld TV from my interior
works way better than I expected it to for VR
24 seconds Β· Clipped by Plastered Crab Β· Original video "Black Mesa Lethal Company Big Playtest" by Plastered Crab
What happens when you try to leave the planet with the Handheld TVs
25 seconds Β· Clipped by Plastered Crab Β· Original video "Black Mesa Lethal Company Big Playtest" by Plastered Crab
Coilhead spotted on the security camera feed while giving an introduction to the Surveillance System
hype
This clip is from this video: https://www.youtube.com/watch?v=Tj0jzmQrGP0&t=317s
My favourite clip from this video. Do you want a compilation of Dr Coomers ropes? hit like :D
This video will be taken down if requested by wayneradiotv.
https://youtube.com/clip/UgkxU7njqy0U8Ju-Xll_W0EmTmjbKqEn9gTI?si=GAZveGso4hRbijkI
It is really funny when someone dies when holding the Handheld TV too lol
60 seconds Β· Clipped by Plastered Crab Β· Original video "Black Mesa Lethal Company Big Playtest" by Plastered Crab
will this tank average fps with all the prefab tiles that have to be loaded into the game?
I have heard it certainly does if you don't use Cullfactory
I don't notice anything really when I play at all, but I also don't play with tons and tons of mods which I know can also cause more lag
I would imagine that the prefabs just increase the memory consumption if we're talking about when the interior isn't loaded
they don't run updates or anything, so they shouldn't affect fps directly on CPU, but if you get some of the game pushed into swap it'll slow it down
Been working on an Easter egg tv
Recent update for Black Mesa
Changelog
- Added Nightvision to HandheldTVs in the Security Room
- Tweaked position and lighting of HandheldTVs
- Precautionary measures for pesky players trying to leave the planet with the HandheldTV >:)
- Optimized the cameras for the Handheld TV and Security Terminal
https://thunderstore.io/c/lethal-company/p/Plastered_Crab/Black_Mesa_Half_Life_Moon_Interior/
@uneven stream
Does this include the pathing fix for the tram?
I would assume so, I saw him fix it
hmm they did not seem to pursue me.
not yet haha
That will be next update π for now the doggies will be upset at you for going in there, but they won't chase you in there yet in that version π
Will you be releasing it for v49?
Yeah I will do an update for v49 and then as soon as LLL is stable for v50 I will speedrun getting that working
@uneven stream
Another question. Does the Handheld Camera work also as a walkie talkie?
Yeah they do π
What was their item name again?
Ah they should be HandheldTV
but in that version there are 2 prefab versions that are just copies
so HandheldTV1 and HandheldTV2
but in the next version Zaggy helped a TON with getting them to only need 1 item
which will be called HandhledTV and can have up to 5 of them
they will dynamically detect monitors to broadcast to and be optimized
I want so bad to learn how to port over animations
I want to port these ceiling turrets
And these ground sentry turret versions
those would be cool to add to lc
@uneven stream
Would you be able to add a sound to the Handheld TV next update for when the Talk button is pushed on the walkie.
Just so we know it is broadcasting.
Some mods like reserved slots allow you to press it without looking and I cannot tell if it is doing anything XD
Did you manage to get it to go in the ReservedWalkie slot? I was trying the other day and I couldn't get it to go in
It should still be the default walkie sound at the moment
so it should still make that sound
https://youtu.be/nhCbDUaof9g
WIP wall mounted tripmine from Half Life
the laser itself is a LineRenderer which is seemingly doing odd things when you get close to it, so I will look at fixing that, but it does give the effect of cutting off the beam and as you pass through it that is what triggers it, similar to walking through the trigger zone of the tripmine
Once I get them looking a bit nicer I will have these have a chance to spawn on walls in the Interior for players to crouch under or jump over
I did yes
What did you put in the config for the item name?
I'll post it when I get back to the pc.
Interesting. For me it makes no sound.
Powering it on and off does. Push to talk does not
Handheld TV,Handheld TV1,Handheld TV2
I thought I tried that, I'll have to give it another go. Thanksπ
Oh weird for me clicking left mouse button to talk makes the sound lol
I'll try to check it again
Working on the custom apparatus room
It could be some weird conflict
Or me just misremembering haha
I'm really excited to see how this custom apparatus room will work
is it gonna be the resonance cascade room?
Yee
Going to try to make it a Xen Crystal be the apparatus
So you gotta take the crystal and get it back to the ship
If it helps I think major's bunker interior has the apparatus model (I think?) changed
well I know for a fact that its green...
Yeah I'm hoping this will work too, gonna test it tonight but it'll be a full model swap and I'll try to add green electric particles when you take it out
custom music mod for meltdown when
Haha would be cool
At some point I'd like to make a custom event happen when you take the crystal
Like green lightning storm inside the facility but instead of killing you it teleports you if you get hit
But that'll be later on if I can figure it out
π
Added 8 new tiles today that are lab based
Gonna clean them up a bit, playtest them for bugs and get them in to the next update
FIRE
Does this place have an apparatus?
Soonβ’
FacilityMeltdown in this place finna be wild
i couldnt try this mod due to LLL not being updated yet because of the terminal unable to interact
anyone have any idea about LLL updates?
Coming soon, you can use this as a temp solution tho
https://thunderstore.io/c/lethal-company/p/Pineguys/LethalLevelLoaderFixedV50/
ah, lemme see
the one I sent above is for v50
i couldnt find it in the terminal
you need to have base LLL disabled
i do
i only disable LLL and leave the other 5 mods enabled, while have the fixed one enabled
people have gotten this to work for v50 using that above one
just don't bring the Handheld Walkies off planet in v50 as they are supposed to explode and don't rn in v50 due to explosion code on the backend changing
That same explosion code is what made the snail unable to kill people and the shockwave drone immortal lmao
i really think you should reconsider kt being free, and making itma very end game moon
more than artifice
its gonna be
bet
yeah for full release I will make it probably around Titan
I just didn't want players to have to pay to travel to something that isn't finished yet haha
Nah more than titan def artifice
This is the god moon
The ultimate moon and interior
The best moon and interior it has to be the final greatest end game moon
big brain moment
turns out i have both LLL and LLL fixed enabled for some reason
i can find the moon now
haha there it is
my bad
But yeah be sure to not bring the handheld TVs to the ship
other than that it should be fine
hmm alright
Some updates to the Security Room
it is now in the room next to the main entrance
this is really cool, but i have question, is there any reason to use the secuirty room over the terminal
i think having multiple security rooms with teleporters in the facility would be nice
not the facility, the black mesa interior
Yeah there are screens on one side of the room that show all cameras in the main entrance to give you insight on things in the main area which is big and to the left is a whole system for watching all Handheld TV feeds of players
we also want to make the system act as a PA system to transmit audio to fire exits in the facility to help guide players with sound to them
also eventually doors you can open and close via that room to act as temporary containment in case monsters are there
FINALLY learned how to add custom animations to the doors
pog
is there a way to disable lightings like this?
Looks great!
ohh bett
That looks like the sun for some reason
And not the lights inside at all
@velvet vault have you seen the issue above with the sun at all? I have only seen it happen when my interior is on vanilla moons
Only on vanilla? That's the opposite scenario I'd expect
Yeah next update will have a lot more optimization for the interior which I'm excited about
Moon optimization will come eventually too cause I totally agree haha
Did that lighting bug happen on a vanilla moon? Or maybe did you not have Cull factory?
Curious why the heck the sun was showing through lmao
epic to hear, really looking forward to adding it to my group's mod list
Would you mind answering some of the questions above? I want to see what the issue is so it doesn't happen again π
This one 
I have cull factory on, though the sun light didn't appear in vanilla interiors
interesting
That gives me some stuff to investigate thank you π
Oh my
I just realized I was replying to the wrong person the whole time lol
Sorry smodgy
I'm tired and just woke up lol
all good man
This is a basic test of the new door animations + sounds as well as the custom apparatus item + room and security room upgrades
For the sake of testing I have turned off monsters on the inside too :)
Bigger Test of the new Door Animations + Sounds, new Security Room updates, and Custom Apparatus Item + Room
love it!
Btw, at least in my version, inputting "C" is enough to "confirm", one character seems to do the job π
ah good to know!
will save me some time haha
I love the makeshift control room for "ship players", very nice being the guy in the chair but more involved since you are actually inside the facility
but sadly those extra dual rendered cams melt fps haha
the next update is coming with a ton of optimizations for the cameras thanks to Zaggy's help π
ah right that's what the optimisation is about, very nice
will the update perhaps include lods too? or maybe even slight reduction in decor pieces and similar for optimisation sake?
been meaning to ask, does anyone know if this interior works in v50 with lll's unofficial fix? have only seen reports of it causing a black screen on joining and can't test it myself rn
I don't know how LODs would work since these are game assets and idk how I would go about making them LODs, but in the recent build Cullfactory makes the interior run at 50-60 fps for low to mid range machines compared to ~30 fps on the current live build
Yeah I've seen people play it on v50 with that
Only thing that doesn't work is the handheld TVs exploding when you take them off planet, since the explosion code was changed in v50
So don't bring them off planet lol
alr ty, will try to test it out myself next time I play!
I'll be working on more updates for this for until v50 is out and ready for LLL
Once it is then I'll push the latest changes out for v49 and then make a v50 version of it
Then I'll probably only keep it at v50 after that
got it
oh this looks sick
Got it to where the handheld TVs can be dropped on the ground facing upright so that way they can be deployed around the interior
that way they can still be useful even when dropped
so you can set them up to watch certain doorways or hallways
A friend showed up out of nowhere to help with testing and scared the shit out of me
Looking forward to trying out the interior in the future
An inside terminal setup sounds super interesting and I'd defo try it out
it'll have good reason to be in there
I want to also add a PA system in there to talk through speakers in the facility if I can figure it out
as well as some containment door controls
kinda like FNAF a bit
Testing the ZagCam deployment features as well as the pocketed bodycam features added
New HandheldTV (ZagCam) feature test
showing off letting you deploy them on the ground to watch specific places and also them becoming body cameras when you pocket them
(ignore the weird lines on the terminal screens too, that is just because screens render weird in Unity's Editor)
It should work, just don't take the handheld tv's off the moon rn
good news, it does work with the current LLL
The update for v50 should be soon
but I can't exit the game while staying on that moon
Good to know! This should be fixed for v50. That wasn't an issue for v49 so something must have changed there too
impressive since that current live build was mostly meant for v49 haha
next update will come with lots of new features we've been cooking
Excited to try this out, looks insanely well done.
new update hopefully in a day or so will come with a tooon more stuff
and v50 support

well it does work with v50 already I guess
as long as you don't bring the handheld cams onto the ship and fly off
yeah also the "scanforitem" glitch
oh which is that?
we think we have it ready for v50 now
but I want to make sure that glitch won't be an issue
it might be just a nutcracker spawned im not sure
also somehow after I changed a few things about blackmesa in LL's config the terminal breaks
is it normal to have 2 outside fire exits linked to the same indoor fire exit
oh wait its happening on every round
yeah it is an issue with how I did it originally but that should be fixed next updatew (hopefully tonight)
Confirmed that spray paint seems to work as well which is nice
not sure about BetterSprayPaint
haven't tested it
Im getting this weird issue where in Black mesa the terminal cease to function
it seems to be only happening to this particular moon, and the way terminal fails is that you interact with it and the "press E" thingy is gone
I suppose it has something to do with the configs cuz i never got this issue before
What mods do you have? We haven't seen that at all yet and doesn't seem to be an issue with the v50 one we are working with
can you send the logs?
i might do some troubleshooting first
Im trying to modify the scrap amount and enemy spawnpool on each moon
yeah all that should be possible with this mod, but are you on v49 or v50?
some things for that have changed for v50 which should be released for this mod officially soon. So I imagine some config stuff might break if you are trying to edit values if you are playing on v50 for this mod
hoping to release official v50 for this tonight if possible, but at very least tomorrow
v50
ah yeah then the config stuff you are doing might be making it mad
it should have official v50 support very soon, including fully v50 config support as v50 config variable names have changed
yes and i'll be patiently waiting
uhhhhh
i disabled content configuration in LLL but its still not fixed
i guess once broken there's no going back huh
oh wait it might be a conflict with Detailedscan
bcs i was trying to get a accurate read on the value of scraps spawned inside
yes it is a conflict between blackmesa and detailedscan
TerminalFormatter by Mrov has the same functionality as detailedscan and doesn't have the issue. I recommend using that instead
is it client sided?
yes
oh good
uhh isn't black mesa supposed to be underground, the rain just go through the roof
also is there a way to better the performance of this interior
my framerate cant go above 30 once i go deep within black mesa
Are you using Cullfactory?
It gets 60fps if you use cullfactory
yeeeeeeahhh, tried it out the other day with a heavy modpack, def performance-heavy
Or at least on the build that is coming out soon
The optimization changes should help a lot
i do have that in my modlist
well most of the modded interiors do work smoothly but black mesa
Woo!
well hopefully the 20 hours spent to optimize the interior entrance and exterior help a bit lol
Cooking up some more stuff
V50 update I am hoping can come out tonight
lmaoooo
Much better
now I just need a cheap plasma ball in the center
Looks really cool when the custom apparatus gets pulled
@upbeat haven
specc this room out so far
so I'm not sure if It's just me, but when I play the black mesa map is seems to break all the other moons when I leave the moon in multiplayer
is that gonna be fixed as well in this update? if It's not just me
Are you on v50?
yess
Ah yeah the current version was only for v49 so far, but I'm hoping to be done with my v50 update tonight
Should fix that
V50 causes weird issues with mods from v49 lol
I actually wish the game didn't update LuL but I am looking forward to the fix :) amazingly detailed map
Next update will be adding loooooots of new stuff so hope you like it!
Looking even more forward to it! thanks for your lovely work Heh
Upcoming Changelog for next update
- Fixed all normal issues for textures so lighting looks great now
- Added nice lighting to each room (that syncs with the Apparatus Room)
- Added custom apparatus room + custom apparatus (Resonance Cascade Room + Xen Crystal)
- Added new single and double doors as well as blockers
- Added custom animations for new doors + custom sounds for them too
- Added 10 new tiles for generation (total is now at 110+ room tiles)
- Added new features to Handheld TVs (ZagCams) such as bodycameras, ground deployment, etc
- Tweaked nightvision of ZagCams
- Optimizations added to Security Terminals so cameras only render when the screens are being looked at
- Revamped entire security room (moved it, added it to be next to Start entrance)
- Added custom Clipboard to Security Room for lore and instructions to Security Room features
- Tweaked fire escapes to try to fix syncing issues
- Tweaked Scrap Spawns to help spread them better
- Tweaked monster spawns to be more intense and worth the risk of going in
- Tweaked vent ducts to try to prevent players from falling through them
- Tweaked dungeon size a bit
- Optimized exterior and interior to give more fps (still requires Cullfactory)
Couldn't do it without the help of my friends too!
They've done a lot of testing and bug fixing π
When the update releases I can't wait to see how it works
Excited to get to custom hazard stuff and custom enemies
custom enemies on a half life based map is going to be such a W
Yeah it'll be fun to work on haha
Ah Gordon Freeman. It's good to see you.
First one will probably be a headcrab and zombie employee
you should have the headcrab attach if possible Lul but like, at low health
Duh
You should have one rare easter egg headcrab that's friendly and his name would be be Lamar lol
I'll probably do it like snareflea but have it lunge and damage players, and if player is low health enough jump on their heads and if not smacked with a shovel in time then they get turned into a zombie employee
Which will act like a mimic, but be a bit slower and attack players instead of turning them into another zombie
now that is an extraordinary idea for a headcrab enemy
And of course make scary noises
half life alyx type noises
I've got all their animations and sounds already grabbed haha
There's probably tons of code to handle the "kidnapping" that could get in the way, but also the Tulip Snake seems a valid option to use as a base for the headcrab (it already jumps and lunges)
Just wanted to wait to dive in until I get the interior mor polished
Yeah excited to see how best to do it, but tulips wouldn't be bad either!
I'm excited to do Barnacles too
And have players go ragdoll and get sucked to the ceiling if they hit the tongue
going full send on the enemies is gonna be a W, let's pray the game doesn't update until that is completed LuL
And maybe eventually a Gman that stalks you like the ghost girl, but if he touches you then he teleports you with your loot to a random location
I also already have a test version of a Tripmine going
But holding off for implementing it and polishing it
Nothing is final about these trip mines at all and are just a proof of concept for now
Can we have microwave room
Please

Going to be interesting having mines you have to duck under or jump over and not go around
Oh yeah I have that already mostly done
Microwave room will be getting in eventually
"STOP FUCKING WITH THE MICROWAVE"
Have about 20-30 other tiles I am almost done with
Dear god
the concept looks lovely so far, expanding the radius on the explosion for like 50 dmg each would probably be good, or the closer to the inital explosion the more dmg
Yeah I wanted more radius for sure since you could just hug the wall to the other side and avoid the blast haha
Basically enough radius to make sure you yet damaged or die from it
oh yeah that'd be so sad if players just avoided it LuL
I feel like Gman's the kind of enemy you would only interact with at a distance. You would see him at an intersection down the hallway, he'd adjust his tie and walk out of sight and then you run up there and its a dead end and he's gone, but maybe sometimes he leaves behind a portal or something?
And have it go off as soon as the laser is touched
in most of the games if Gman actually did anything it was helpful to the player
Yeah maybe Vortigaunts should be the teleporting ebemies
Chasing you down to throw a teleportation beam at you
GMan could be similar to Schizophrenia LuL like he shows up in your vision and speaks if you look at him
yeah that would be really fitting
WAIT
Next update for V50?
UM GALLAH LUNG
Nah no enemies for v50
the headcrab and zombie employee are going to be the first enemies right most likely
No I mean the update for tonight
Oh yeah I'll likely be done with the update tonight
These are the changes getting in for the next update
my pack will be perfect when this update drops heh
But I mean
This update. Tonight.
V50 compatible?
Yeah it will be the v50 update π
hey how do you do the big bold font for the message?
Was going to do one for 49 but decided it wouldn't be worth the effort
But in front of your text
With a space after
ohh okay, lovely
I manage a modpack for a server so that'll be useful :)
Is it gonna be uploaded soon?
It'll be tonight sometime, we must be patient π
I have todo list to get through before I deem it polished enough to be uploaded but hopefully within 4 hours it'll be done
I say that now before we accidentally find something game breaking lmao
again
It was going to be released right about now, but running into something new causing fps issues now on low- mid range pcs 
Man...
Get those fps issues outta there!
on my machine I get 70-80 fps
but that is the problem when you use higher end geometry haha
lethal geo is like poo so it runs at crazy fps usually
Tbh I'm gonna be real honest with ya. I feel getting the low range PCs
With good fps first before releasing
I cannot tell you how many people have that brick laptop
I don't think it will ever run at high fps on low end PCs tbh lol
Is... 60 high?
skill issue
probably yeah
but yeah I spent like 10 hours culling backfaces, removing unseen geo for big tiles like the main entrance and the exterior, and it gave like 10-15 fps and is more stable
you setting max texture res on stuff?
Incredible
last thing I can think of is down the line trying what Cobertos has for his portal ripped levels
can run in editor and use unity's profiling tools
he has a script to merge some geo and whatnot
It also doesn't help that that I am still new to Unity hahaha
WHAT
So its nice to have people who know things with nice tips
Dude you are doing incredible for your first time with unity
Yeah never used Unity before a month ago haha
I'm not that well known with unity minus small things
But what I'm seeing with this moon
It's really good dude
Thank you T.T
π«‘
If I can't ever pin down the fps stuff for lower end machines this might end up having to be a higher end machine moon lol, spent almost 400 hours into this so far and idk if there are many optimization ideas left to try, but if I do another interior at some point too then I would do things very different lol
most of this has been an experimental learning exercise haha
To be honest it's hard but textures are the biggest thing for performance
But I heard it's at... 512?
Going lower won't make it look as nice tbh
the game comes with 2k textures, so I made them 512 now
so they are currently 1/4 the quality
Oh here's a stupid idea. Maybe a config to lower the quality even more?
Lol
but worst case I could try 256 eventually, but yeah idk
oh gosh idk how to do that with a config haha
Tbh?
It looks good at 512
Right
Then keep it at 512
256 would just. Mess it up. Tbh
But maybe putting down that the interior is not for low end PCs
yeah I will definitely mention that lol
I mean if you can find a unity expert to help with the config thing
That could help as well
π€·ββοΈ
@uneven stream hows your download speed
I have 600 Mb - 1 gig down usually
if you send me your unity project i can try and take a gander when im free
Sure I can toss it your way! I can .7zip what I have after tonight and toss it your way
What you planning? I'm intrigued
Just removed some things I was sus about and Zac said it seemed to have helped so at least that is good too
you can remove these from the zip before you upload
will do!
Thanks Batby, I will try to pack it up later tonight and no rush on checking it out π«‘
if u want u share ur project i would reccomend git hub, also a great way to backup everything
yeah but like
thats gotta be private
do not upload a dungeon or moon project to github publicly π
cant u private stuff on git?
you can
then there we go? Or am i missing something
It's public domain on GitHub
Not the best idea tbh
Well not public domain
Like people can see the code
Fair
oh alr, also its more work to set up thr github
I do that for my scripts but not the moon itself haha
yea someone could just steal it
but the mod itself is huuuuuge so github might be mad about the whole thing on there
how big is it?