#[v81] Half Life Black Mesa Moon + Interior
1 messages · Page 6 of 1
Any chance you could post the full logs? This doesn't really provide any context
... gonna need to reboot the game again XD
Is this happening every time you land? *At the company
I've seen people play this update and they could get to the company just fine 
hmm
I wonder if you maybe have a mod that would spawn scrap at the company for some reason?
dont think so?
I'm gonna check if it calls this regardless, but supposedly others haven't had issues so I wonder
huh, I can reproduce this
i also know people dont typically go to the company first
will get a patch out for this momentarily
very strange if others haven't encountered this 
my output (if it helps)
@uneven stream played quite a few quotas a couple days ago and had no issues, so it's very curious
update came out today, did it not?
it was a test build
ah
out of curiosity, were you in LAN?
nop
so hold off on company first?
yeah, you can just get to 0 days and then it appears to be okay
I'll have an update out before long though
just had to check the fix was right
appreciated
i just dont like wasting time on a moon waiting for the drop ship so i head to the company early to avoid that
yeah, that totally makes sense, I've never really done that but it's certainly more efficient
Thank you for finding such a weird bug lmao
i do what i does
uploading 2.0.1 now, it'll take a couple minutes and then another half hour for the thunderstore cache to update lol
i appreciate the hotfix.
Lol what was the problem
the game apparently calls through to spawn networked objects on the company only before quota runs out
referring to SpawnSyncedObject specifically
we never encountered an issue with it in testing because we always went to company after quota lol
And how'd you guys break dat
how'd we break what?
the code just assumed that if interior networked objects spawned, there was an interior
it never worked in that scenario regardless
the point of it was just to assign value to scrap that is spawned outside the loot pool
I'm assuming since a fix was made in this mod, some code conflicted with how vanilla operated, was just wondering what the code did to begin with lol
Really good mod. Just wow.
One quick question though: Is there a way to disable cameras in the main room? They are insane at dropping my framerate to 20 whenever near them.
I could definitely see us adding a button or a config for that, but I'd also like to take another look at an optimization that had failed before, which I may be able to improve on now
out of curiosity, what fps do you normally get?
especially the average on Black Mesa's interior, but I'm also curious about other interiors
I didn't have a low end gaming machine to evaluate performance on unfortunately
Maybe I can hook you up with remote access to one of my crappy machines
finally got to play the interior. after some optimization, this interior will be perfection.
one little request tho. once the crystal is pulled, would it be possible to disarm those tripwire traps? or have a config to shut em off? or have a way to make it like 99 dmg and not a OHKO?
that aside, that patch last night did the trick. thanks for gettin it out there
I'll have to playtest it properly sometime to fully form my opinion, but it's definitely not meant to be easy to take out the crystal, and tripmines are very visible to allow saving stamina for a jump when necessary
if people think it's sufficiently difficult, it may be worth us increasing the value, especially after the barnacle is finished
oh god
but i get it
as long as a low tripwire doesnt somehow spawn near a vent door
havent seen yet, but still
they're all manually placed, so feel free to complain if there's an unavoidable one
ah good
All I'll say is be careful inside large vents 🤭
alrighty, found this https://i.gyazo.com/f038a98628705d2c2e7393f17cf87254.jpg
im guessing either there's supposed to be a kill trigger before or at the bottom, or the ladder is supposed to be climbable. neither are the case it seems
Oh yeah the very very bottom should have a kill trigger lmao
@sacred quiver
We forgor DamageZone / kill box at bottom of Lab Elevator tile
I'll fix that lol
still got out via Jetpack
200 HP
also whats that mod to keep the clock while inside
think that comes in GeneralImprovements
Ah neat
Big brain lmao
Thanks for creating this mod, I was really happy when I saw it and downloaded it fast!
We are glad you like it! Lots of time has gone into it so far and lots more to come 😄
I encountered this issue 🤔
Can you send your mod list over?
And any logs?
Sure! How do I find the logs?
here are the mods 01927bfc-e5ec-c262-c3a7-55ad151465bf
Don't know if this is helpful but I still have the console open and can see that there were plenty of errors during the generation of that day.
@sacred quiver @north thorn for when you bois wake
First I've seen issues with seeing through walls 
Love the mod btw! I'm a huge Half-life fan so this is just awesome for me.
are they on room layer?
yeah there are no issues with that
Everything is on the right layers, I think this may be a mod conflict possibly
some of these errors are to do with nav mesh where I think there may be stray bones I missed during export or weird geometry that the nav mesh cannot bake onto, but shouldn't be causing what is shown in the screenshots 
those are because of read/write is not toggled on for the prefabs
I have watched so many hours of people play and have played a ton myself and never seen this see through walls bugs lmao
We'd need the whole log
Ah I thought I got all of them, but maybe I missed a few pieces of some of the meshes for those lol
but shouldn't be causing whatever the heck this is at least haha
A few? Bitch there's like 100 meshes you missed
This seems weird af
lmao
100 meshes out of 1000000000 meshes

finding them will be fun
It gives their name in the log
which is nice lol
Just spend 10 hours loading unity search bar
T.T
yeah a lot of them seem to be vertex data that is not allowing nav mesh
maybe soem stray edges I missed during cleanup
im guessing that causes the seethru walls (?)
It would not
and seen those errors a lot
never causes anything like those pics
that is some wall hax
Ignore the navmesh errors
Don't worry, I can tell
There used to be waaaaaay more lmao
Well tbf vanilla also doesn't have 100+ tiles
yeah I am assuming it is due to me being half asleep at some points prepping tiles in blender clearing faces and edges of unused/unneeded geo and missing some strays so it becomes angry about that vertex data maybe
Some bad meshes with stray vertices I believe
Haven't looked into logs before so not sure if this is the right file or not. But I hope this can help.
LogOutput.log is what you are looking for
Ah ok, that file was from the 5th of this month sadly. Not sure what happened there.
yeah I haven't been paying attention to that issue since @uneven stream already had plenty of navmesh that needs to be removed first
will try and figure out how to open this sqlite file, I've never tried to decipher logs from one of those before
text logs are definitely preferable imo
odd if it only wrote to the database file, unless the config is set to ignore the text log
whenever i play with this interior and centralconfig's dungen safeguards enabled, it takes a really long time to load the moon, and then sometimes doesnt even generate the interior and defaults to facility. on most moons it takes max 5 seconds to finish loading, but any moon i have black mesa set to spawn on, it takes upwards of 20 seconds to generate. so does this interior have trouble loading? or should i just turn off centralconfig's dungen safeguards?
does that without CC as well. interior just has LOTS of different tiles to select from and mechanics to load up. without question the most ambitious solo interior rn
my solution is just to wait it out until optimization becomes the key focus for this project
i suppose it's to be expected with this many tiles
i'll try increasing the number of tries CC gives it to generate and see if that works
I see in this file that you generated Black Mesa three times, do you know which one would have had this issue occur?
Pretty sure it was the second one.
Thanks, good luck. 🙏
looks like @uneven stream may have just screwed up that wall in Blender lol
it'll be fixed in the next release, but that'll probably be a while unfortunately
Always blame him

Is there any way to disable the cameras surveillance and/or the walkie cameras? it's making the entrance of the interior laggy
A friend of mine on laptop barely make it to 30 FPS only around the entrance mostly by looking at the camera area, the rest of the interior is fine and smooth
That being said, this interior is super great and enjoyable
We will probably make a way to disable them via config at some point yeah
Alrighty, we'd appreciate it very much! thank you for giving it a thought
Absolutely 🙂
Cull factory?
Or did u figure it out
I had the same issue when I had full factory and changed the tile bounds
it was actually just the geometry
that was my first thought to be fair though lol
it definitely could have been some screwed up tile bounds, we have some work to do in that regard but thankfully I worked out how to not miscalculate the bounds of scaled tiles in CullFactory a while back
oh alr I see
I am not sure why it looks fine in editor still 
"still"
didn't you fix it at some point in all your toolnodraw cleanup?
it does look fine, so I'm gonna assume that next release will fix it, we can always recheck before we push out the update
No it's always looked fine
Didn't do anything to it for the toolsnodraw cleanup
I strongly think something weird is going on
Hey, so I was playing on the most recent version and a turret spawned in a wall and was able to target 'n shoot through it. The generation seed was 41040723
Was this just Black Mesa and it's dependencies or a bunch of mods?
We don't have use mods that alter interior generation
Or any custom enemies or traps or anything of the sort
Sure thing, one sec
019286ac-0ff3-dc12-e869-56e2c3e0fe00
I believe that code should match up with how we had it when we played. This was the room in question--where I'm looking there was a turret in the wall
The red double door blocker in the next tile over was on the wrong layer🤦♂️ Hopefully this isn't a super common issue, it'll be a little bit til the project is in a state for a patch
Most tiles in the live version don't have single sided walls so this shouldn't happen that often, hopefully🤞
But it is fixed for the next update, thanks 🙂
Happy to help! c:
@knotty grove Prepping the interior for DunGenPlus main paths in the near future 😄
So that it can be like the game where there are colored lines on the wall that lead to the right sections of the facility to guide players to which doorways go to which archetypes 😄
dungenplus can do that? thats cool
Not yet but hopefully soon
We are waiting for the ability to do that so that way we can set each door to be a specific archetype 😄
ah gotcha
feels like this is exactly the interior to take full advantage of dungenplus' features
If I had started out measuring all my tiles to make them a perfect size for looping then it would be even better since Plus does good with that too, but there is so much cool stuff you can do with having multiple main paths too 😄
Is there a version of the Black Mesa mod that has the standalone interior without the moon?
No
Thank you for the answer.
Technically you could just download the mod and delete the moon asset bundle from the profile probably
Should work
Or you can go into the LethalLevelLoader config and disable the moon from ever loading entirely
Tried that. Enabled custom content configuration for the black Mesa moon and then set the "is registered in terminal" to false as LLL says that disables the moon. Despite this, it still shows up in game.
If it helps I did both of these to disable moons
hide - true
registered - false
Hiding makes it not show up on the terminal to begin with
iirc Black Mesa moon is free so if you use mods like the MoonUnlocks one, you won't have to worry about it trying to make it free despite being disabled
im just casually watching my daily mattman video
and he's showing off a mod his communtiy made
The mod projects I work on is this and Cobblemon haha
ha! different person 😅
yeah i was gonna say, 3 different games in modding lmao
lol, that's another headcrab
Yeah that room had inverted normals for some reason, but will be fixed in the next update haha
WIP Elevator Lobby that will spawn off main to send you to the Office section of the interior
WIP dev video of an elevator lobby that will spawn directly off of main to send the players up to the Office set of tile generation
Lots of cleanup and some extra sound effects still to be done, but neat progress so far!
Will scrap be capable of staying in that elevator when going up and down or will it clip through?
it should work exactly like the vanilla elevator
so scrap should stay on the floor
I don't think I would release this if it was that buggy in the end haha
right! just curious! (Also I'm wondering if those elevators still work even when the xen crystal is pulled)
Yeah we will make it still workable (since in Half Life the elevators are on backup power even after the Resonance Cascade crystal event)
We are hoping to make it so that each doorway in the Main Entrance will lead to a specific tileset
this one for Office which is accessed via these elevators
1 for Lab
1 for Xen Quarantine
and later 1 for a new creepy sewer tileset that is in the works
that seems awesome. My friend group is really into half life so seeing different areas of the map that are programmed to different tiles is gonna be amazing.
are you using vanilla elevator script?
are there multiple elevators that can spawn?
is it only near entrance?
i need the answers to these so i can figure out whether i need to angrily change how my gal paths through elevators
because right now she can perfectly use fire exits, non navmesh, elevators, entrances, and everything, but custom interiors can fuck it all up
yeah just vanilla elevator script and only two floors
and only attached to Main entrance for now
And two elevators so far both in that room
one on each side of the room
we are using these as an entrance to the Office archetype basically so generation can run wild better by having it be above the Lab and Quarantine tile generation points
Blue line is where the Office elevator lobby will always spawn to take you up to that section
Green will be lab
Yellow will be Quarantine
Red will be the sewers which will be later
can you try seeing if my gal will use your elevator just normally?
i think she will
currently in mineshaft she can independently call the elevator depending on if shes closer to bottom or top and where she needs to go, and if theres an elevator in the way, so im hoping its coded well enough to just work with your interior
Yeah once we get it working in a build and with DunGenPlus we will make sure to give it a test!
I love it when enemies can use the elevator haha I'm excited
bet, just for reference this is how you would test it:
giving the gal 4 items sends her back to the ship where she checks for her last entrance used, whether theres an elevator in the way, etc.
she can also follow the player through the elevator if you're one level below her.
and yea
@north thorn @sacred quiver for our future reference when testing
https://github.com/XuuXiaolan/CodeRebirth/blob/main/Plugin/src/Content/Unlockables/ShockwaveGalAI.cs#L483-L531 this is the script incase zaggy wants to like, call me bad at code 
you're not bad at code. you're Xu .u.
Xuwu
shall check it out later, thanks!
Looking forward to the shenanigans in v1.6 Cobble
It's gonna be really cool 🙂
can't wait for masks to be playing the elevator game when a jester's cranking in the offices
also with the main entrance tile forcing specific tilesets for different areas will that improve dungeon generation? every time i try to load this interior right now, it fails to generate and defaults to facility, so i'd assume giving each subarea a smaller set of tiles to work with would help it with generation
Various things we are doing for the next update will help generation a lot, but it really shouldn't be defaulting to facility at all unless you are using another mod that modifies it's generation in different ways 
I haven't had generation fail on black Mesa since version 1.0 and the only times I've seen it fail since then are when people try to modify configs for things about it 😅
And yes I'm very excited for this haha. We are also having a fire escape that the monsters can use to get to the bottom floor of the elevator area for those that can't natively use the elevator, that way monsters won't be stuck completely in the office wing and can move freely around the full facility
centralconfig has a setting enabled by default to turn off loadstone's async dungen to provide safeguards for black mesa specifically, i guess cus people were failing to generate it from the sheer number of tiles, and it generates facility instead if black mesa doesn't generate
i haven't tried loading it with those safeguards off but i can try it and see what happens
It works fine without CC or Loadstone so idk what those are changing 
I don't use CC or Loadstone personally so maybe that's why I never noticed lol
They must be altering the generation somehow that fucks it up
But regardless the things we are doing for next update should help generation in general too so maybe whatever CC / loadstone are doing to potentially mess things up might be a non issue at that point
i just tested it again after disabling CC's safeguards, and it loaded fast and without replacing for facility
honestly i should've tried that earlier but better late than never i guess
Ey that's good news! Yeah I'm not sure what it is that those mods would be changing that would cause it to break but black Mesa definitely shouldn't be having generation issues when left to how it does things on it's own 😅
We can't guarantee that things won't go wonky when other things tweak it's generation but we can safely say it generates fine when it is left alone in its current version 🙂
i personally don't like using CC cus it's kinda invasive in it's changes, and the thing it mentioned about blocking value changes with weatherregistry in the newest version isn't helping the case for me. I only use it cus of the daytimespeed changing, cus for some reason it's the only mod that allows each planet to have a different time without causing the 2 day glitch. I use Loadstone cus it speeds up my loading times on my junky pc and generally makes life better in my opinion. I don't think Loadstone causes any generation issues with it so i'll probably keep it as is with the safeguards off since they don't seem to do what they're supposed to
Well I'm glad that the issue was found at least! And hopefully more things (like LLL please Batby
) will support being able to have specific moons have specific time of day lengths
I would definitely would have black Mesa set to be at 2x-2.5x the length of day
for sure
i'm kinda mad at myself for not trying that earlier cus this is legitimately an amazing interior, and my group's been playing without it for so long cus we thought it had gen issues
i would say this is the best interior for the game right now by sheer content
so i hope it didnt seem like i didnt wanna use it cus of other people saying it failed to gen
Haha nah you're fine, I'm just glad the issue was discovered 🙂
I'm glad you like our mod! Lots of more cool stuff is on the way too 😄
they do this by default??
I sure hope that's not the default... people are going to blame Black Mesa for that one
I played with Loadstone+Black Mesa but no CentralConfig last weekend, and it generated fine like 3 times, not to mention the countless times I've generated the interior in testing
I've had it fail to generate like 1 in 100 times (with the default number of tries landing attempt, which amounts to 100 with our current setup), and we do have some tile cleanup that should eventually allow me to improve the tile bounds situation and make things even less likely to fail
central config does it by default yeah. Loadstone doesn't have anything in particular that it does differently for black mesa, but ig CC's dev was seeing complaints about it not generating and decided turning off async dungen was the solution? seeing as i got a perfectly fine generation after i turned the safeguards off, i don't think they work as intended
yeah, I've been hearing about issues with it for weeks now I think, perhaps months
are the safeguards on by default?
yes
ohhh boooyy
okay well I guess at some point I'm gonna have to audit that feature
if it doesn't get fixed in the meantime anyway, it'll be a long time before I can do that
it really sounds to me like it's changing some dungeon generation parameter that it shouldn't be changing, or changing it sooner than it should be
maybe the number of generation attempts it allows before giving up on a certain set of parameters is too low and/or doesn't respect the actual specified number of attempts
but in my personal opinion, the feature sounds like it should be a fallback for when you really want a dungeon to work on a particular moon and it won't work, so I feel like it should be whitelist-only
the safeguards are basically this, with N being tries in a loop that is configured in settings (default = 20):
- turn off Loadstone's async dungen if black mesa interior is chosen for a moon
- attempt to generate it with the vanilla system for N tries
- if that doesn't work, run a cycle of N tries, starting at a higher size modifier and each time reducing the size modifier down to around 0.5 by the end of the cycle
- repeat this for however many times specified by config
- if none of this works, generate facility instead
right, that sounds about like what I imagine it should work like
but on paper, that shouldn't cause Black Mesa any problems
except for the fact that the initial attempts isn't respecting the number of tries that is specified in the actual dungeon generator
(which we modify to accomodate the more difficult generation setup we currently have)
that's why I suspect it's doing something it shouldn't be
that's prob why it doesn't work as intended
it shouldn't matter, unless the length size step is huge to where the number of tries near 1.0 is way too low
when i loaded black mesa with safeguards on, it always ended up adding 20-30 seconds to my loading time and then generating facility anyway, every time
I'd have to check what sizes it's attempting to generate each set of attempts to determine if it makes any sense that it's failing like this
but it just seems incredibly suspicious to me
I cant wait to see the next quality 5 item you make!
it starts each cycle around 2.3-2.5, and on the default of 20 tries, it ends up reducing size by around 0.1 each time
and each stage it tries again 20 times, I assume?
then it definitely shouldn't be failing
I've generated the interior on Experimentation many times with no trouble
if i had to guess it isn't giving the generation algorithm enough time to actually generate it before lowering the size
that's on the wishlist, me being the codemonkey a lot of stuff falls on me so I haven't even been able to get back to the barnacle lmao
I definitely want to take a stab at that, it would be sick
I mean, I'd make a whole new AI, it's quite different from the snare flea in all its behaviors except attachment
making a version of the masked though, that's definitely something I have in mind
Of course! But the framework is there.
At the very least, minor bits of coding to steal.
There's not much to steal, lol
that's definitely a possibility, but if it lowers it by .1 each cycle down to .5, then that's well over 100 attempts total, so it doesn't quite track for me
From zeekerss code anyway
Ah, I guess I'm speaking out of my ass. Assumptions made by an outside lens.
it's gonna be a fair amount of physics work, I want it to feel a lot like the Source version of the headcrab
How does the source headcrab look like
(and same for the Barnacle)
Or well, does its thing
yea i'm not one to speak on it, cus i don't know how long it usually takes dungeons to generate, but it does look like it cycles through the sizes pretty quickly so that's just my best guess
I might want to do it more like the Alyx headcrab, but I'm not sure
HL1/2 headcrabs just do damage, which is..fine, I guess, but I think it's more fun to make players have to work together than just 1v1 a little guy on the floor
Honestly why I brought up the snare flea, since I imagined a headcrab in LC doing what it does to the npcs in half-life, not to Gordon, lmao.
right, I do want it to attach to players most likely
it can work either way, though, since it could just "attach" to and convert a player when it deals a killing blow
Attaching to players....
I remember making the bell crab
That was so god damn annoying
The way interact triggers update is a lil broken
the bell crab is a bastard
@north thorn incase you use interact triggers for anything, just keep in mind that if you look at one trigger, and then look at another trigger, you'll still be registering the previous trigger unless the player looks into nothing then back into the trigger you want them to look at
I remember trying to grab a shovel after getting rid of the Bell crab and then it'd prompt the bell crab to attach again, stupid as hell lol
oh, weird
I was thinking of just writing my own script to handle collisions though, especially since the headcrab will likely be a non-kinematic rigidbody
I want it to bounce off walls
and hopefully have some sort of ragdoll when it's leaping
should definitely be doable, but we shall see
mmm good luck with that, i havent tried using anything except navmesh so far
barnacle will be the first foray into physics like that, and I at least got the tongue hangin and swingin correctly
nice
I haven't gotten much into the scripting for it yet since I've had to mess with generation and making shaders and crap
hopefully it turns out nearly as good as I'm hoping, I think it will be a cool mechanic for LC
shaders 👀 nice
those are always fun to mess with
i had some vfx made for my meteors at some point
thought it was the shaders causing random crashes but it was the vfx, so never got to use em
oh damn, do they just not work in general or just how you configured them? I don't know much about those just yet
the shaders we're adding in the next update are just different ways of generating the PBR inputs though, so nothing crazy yet
will look nice though
i've seen them work for others, and it works for the person who made them, they just didnt work when i used the unity package to add em :/
oh, is this package present in LC itself? or did you have to try and load it at runtime?
I wonder if it could've been a version mismatch
nah its basically a package with vfx someone made for me for the meteors, they could load it in an assetbundle and into the game just fine, but when i set it up on my end with the unity package they sent it just crashes when the vfx starts doing its thing
its unfortunate cuz it took the person a decent maount of work to make it and idk how to debug vfx if somethings missing or like im missing a dependency in my project or smthn
damn, that's funky
yea
this is also after trying to figure out for like a couple weeks why a custom shader graph was just... not working in the unity scene but did work ingame, i never figured out why that is happening though 
okay i was just about to screenshot it not working
and it works now
thanks unity
LMAO
classic
well glad to hear it works at least lol
ours have been working great so far thankfully
yeah, ill have to retest the vfx now to see if that still causes crashes or if im all good 😂
unity is an enigma
using more of the channel packed textures from Black Mesa instead of manual emission maps and stuff makes things easier and prettier
channel packed textures?
hopefully it magically works again
yeah, like putting an emission mask in the alpha channel
that's very common
interesting 
or an environment map mask in the alpha of a normal map
although that doesn't work with PBR materials so I have to go in gimp for those
new blast door has one of those that I turned into a mask map that makes it look pretty sweet
im only familiar with the basic maps
like base/diffuse normal, mask (roughness etc), emission, never heard of environment map
another way of saying cubemap essentially, as far as I'm aware
this tool is also so golden back when i used to get my assets from the asset store
icic
but that's what they call it in source
lets me just pack all the mask textures together cuz hdrp only takes one mask
oh yeah I used something like that for the OpenBodyCams antenna, but more recently I found it that GIMP lets you pack channels too, which is much more convenient since I don't have to dump the textures onto the disk first
i tried using gimp for stuff like making textures, i pressed one button and ctrl + z didnt reverse so i immediately never used it again
still not as convenient as if it was an export option, but that'd be a much more specific use case
what the
it definitely should work
what action did you do? lol
not for all options, unless theres some settings stuff i'd need to set
no idea, i was messing with the pen lol
it's kind of the same with blender
oh, for tool settings yeah
blender is so old, you have to go into settings to setup ctrl + z
otherwise its just completely garbage
you mean the limited history?
yeah, that and global settings for ctrl + z
the limited history is like what, 16 back at most?
that sounds about right
yeah too limited for me, atleast its a setting and not hardcoded 
understandable
I do sometimes have to redo stuff because I goofed something and then found it later
hasn't been too bad though
yea, thankfully i now have people to do the modelling and textures for me
so now im here with, 3 more robots i gotta code, 6 more hazards i also gotta code, and then set all that up in unity project
not including any commissions im currently doing 
atleast its high quality as hell
oh man speaking of robots: manhacks could be something
@reef seal is there a way to not have safeguards on by default for Black Mesa?
Seems black Mesa only has issues generating when CC tries to have safeguards for it
It loads fine with loadstone
what if it just fails to generate then?
It is not my end that black mesa has a really high tendency to fail to generate repeatedly, I'm not sure why it is like that
thing is Black Mesa never has generation issues until CC is used / with safeguards
If I do not have CC I never experience generation issues
maybe you transmit a generation fail and pick up again after?
the only thing I can think of is that black mesa fails THEN generates from that try
neither does Zac and neither does Zaggy and we test a LOT and the only reports we get of any generation fails happening is when people have CC
Because you must have something silly about how it generates, I suspect that black mesa always generates incorrectly but you accidentally overrid the fail loop which is easy to do
that user above for example too had generation issues and when they stopped using the default for CC then it worked perfectly as it should so it was just something I wanted to bring up with you cause something silly is going on
@north thorn would probably know more
all I am saying is Black Mesa never has gen issues on its own
when the dungeon 'fails' to generate it doesn't actually break anything, it just means the min tiles weren't placed, something that is very difficult for black mesa giving its complex subflows
doesnt your safeguard replace it with facility if it "fails" though?
yes and thats why it behaves differently
I'm suggesting that black mesa always fails but just loads anyway (you would have to compare the tiles placed to the exact amount it was set to place)
it is only ever told to place start and the crystal room
which is does
the rest is just common length
it hasn't had generation issues since v1.0
It never gets stuck on the Random Seed screen anymore unless another mod does something weird
this tipped me off to it being CC possibly as along with this it seems to be the common denominator with other users having gen issues too
people who don't use CC's safeguards don't have this issue at all so I just wanted to bring it up
We already have an official modpack, it should be the top of the list of modpacks on Modrinth 🙂
we increase the number of generation attempts to compensate for the (current) difficulty to generate the interior, but if the descriptions others have given for how the safeguards are supposed to work, there should be no problem, but I have also heard from multiple people that _disabling _ them causes generation to complete successfully. I can't interpret that in any other way than that the safeguards are doing something unintended and breaking our generation
we multiply the attempts be 5 on any moon we generate on, which brings the attempts to 100, but if I understand correctly, the safeguards ought to be result in far more attempts than that
we don't do anything other than what I have described, though
I am not sure what this means, but we do not patch DunGen ourselves in any way other than to increase the number of attempts
also, are you sure that this issue of getting stuck on the seed when Loadstone is enabled is localized to Black Mesa? have you tested artificially breaking generation on another interior to see if your safeguards get stuck there too?
I’m trying to remember how it happens but yes dungen can be forced to load as is and I believe that often happens to black mesa, likely where/how you are adding attempts
Would it happen to frequently use all attempts exactly on occasion?
What number?
the number of attempts
Hmm
and I don't know exactly how many attempts are made on average, but it generally doesn't seem to be enough to cap out
It seems to fail only and often with CC's safeguards on
It failing to generate with safeguards and loadstone together was reported long before I added the increase to the amount of generation attempts. So us modifying that has nothing to do with what's going on. We have no other custom DunGen code
Testing with the currently-released version of Black Mesa using DunGenPlus's dev menu, it hasn't gone over 10 attempts after several tries
it is slow, but it's definitely not reasonable to say that Black Mesa is the thing breaking your safeguards.
Yeah but why?
If I completely exclude black mesa it still gets stuck at the seed screen
exclude Black Mesa from your safeguards, you mean? I couldn't say without testing it myself and looking at your code
all I know is that others seem to have had issues Black Mesa generation alongside CentralConfig, and when they turned them off, they went away, which tells me enough to say with certainty that this is not an us problem
or at least say with certainty that it is not a problem that you should be unable to fix or work around on your end
but I will have to spend some time debugging this I guess
This is another video going over the work in progress new entrance to the Office section of the random generation which will be via these elevators.
New progress to the Elevators that will take you up to the office section of the generation
They are coming along!

aperture science when 
There already is an Aperture interior and moon 😛
oh shit for real
Cobertos is yippie dev? Good to know
oh
Wooow

I didnt say anything smh
iirc, the Aperture interior was difficult to navigate
This, and some of the wall pipes don't have collision so you clip through, and in some places you you can fall to a lower floor.
hard to navigate yeah, a bit hard to see sometimes, a fair number of obstacles/objects are ghost objets so missing hitbox and collision, some floating props but that one is okay and yeah like the person above said you can sometimes fall in a lower section
too bad cause aperture interior is really a nice idea and I loved the red light emitted from moving fans
Well hopefully Cobertos can come back at some point to update their interior!
Idk if they did anything past a v1.0 
I don't blame them too tho, interior mods are so much work 
they are the toughest to make work due to so many factors that need to be considered
tho i wouldnt mind a test chambers interior with some doors being portal framed
ha that would be cool
Now it just needs the actual model lol
thanks for joining us plastered and zaggy! we enjoy your mod
- shigaki

it was very fun
lol I forgot I had all those cosmetics on from testing OpenBodyCams
Haha it was wonderful playing with you all!
I thought your cosmetics were your preferred fashion lolol
it might seem that way with how often I have some of these on but I would at least try to avoid most of the clipping into each other normally
I just throw a bunch on at random to see what might break the cosmetics support
we await ... update soonge ..
For the elevator and new stuff or for v65? 🙂
cause v65 should work already 🙂
But elevator and new generation stuff will be coming hopefully not too much longer 🙂
y'all can blame me
I've had a lot of OpenBodyCams hacking to do
elp
reverb triggers are the worst
I will defeat them though
also openbodycams error'd for a guy in my thread
👀
got it
just a lil derp, it doesn't actually matter much tbh
it shouldn't happen anymore in the next update
kicking my legs back on my bed
awesome news
my group enjoys black mesa religiously
So glad to hear it! Crazy that it is almost at 250,000 downloads 
I can never blame you >:)
ok but counterpoint: you can

(she = gal)
I only remember a room with a big office and a bunch of computers (a boombox also spawns there) when I entered it from the ventilation under the floor
Oh yeah that is the Lab Office Large tile, but nav mesh in that room should be fine
not sure what the issue would be with Xu's ai monster girl 😮
ill have to test personally but the gal might've tried to path towards the entrance node and maybe thats screwed in black mesa? dunno
i'd check fire exit nodes too
Can she use OffMeshLinks with the Navigation Area mask "Climb"?
mesa has some areas that have quite a few of these since it has such varied generation so these help with monsters not getting sealed off from areas that have ladders
ye
she has Everything in terms of mask so thats fine
hermmm then idk why she would break 😮
well where are the nodes for the entrances position?
For the off mesh links, or the entire interior?
?
the entrance's node??
is that something the base game creates in runtime?
like the teleport node that mask uses
is there something like that?
OH
EntranceA and EntranceB
my god
😂
They should just be in the Start tile
in what way 😭
not this
im gonna like stab you
@north thorn do interiors setup teleport nodes next to entrances and fire exits or does the base game do that on runtime?
There is no more room for knife wounds on me after Zac and Zaggy

lucky
uh, they're SpawnSyncedObjects so it happens an arbitrary time after the interior generation completes
the teleports don't exist immediately after generation completes
hmm icic
so the screenshot plastered sent is the teleport node that the entranceteleport uses?
I never noticed myself falling after teleporting through that, so maybe it raycasts to the floor or something?
but yeah what Plastered sent was the spawner for the teleport prefab
if it is any higher you do fall
I forget if that prefab is custom or a vanilla one
vanilla for example
any lower and you clip into the floor
any higher and you fall when you enter the start tile
If the Black Mesa Apparatus/Crystal is really deep in the blackmesa interior, how am I supposed to get it outside? I can't climb ladders with it in my hand and I feel like I climb up and down a few ladders just to even find the room with it in it
I designed the interior so that the main entrance is always at the bottom of ladders
That way it's never impossible to get two handed scrap out of the interior
Oh okay. Thank you 🙏
Over a quarter of a million downloads 😄

@north thorn @sacred quiver thank you both for making this interior as polished and as feature complete as it is 🙂
Excited for what's to come🤭
Congrats! 🎉
gg
I would say congrats but ur emote spam lagged my phone
emojis lagged your phone Xu?? 💀
it was a lot of animated gifs yes 
the mobile app runs on chromium?
well, probably electron or webview, but that's all chromium so 
actually maybe not
https://discord.com/blog/android-react-native-framework-update this article claims it's on React Native, not sure how much of that is actually native components vs web view stuff
either way, it really doesn't like gifs lol
android react native 🤮


New sewer entrance that will be attached to the Security Room to tease the next new tileset >:)

holy based
as if the dread of monsters wasn't enough, now there's meta dread?
These are some sneak peaks at some complex Lab Utility Hallway tiles that will be able to loop into each other
ah yes, an alternative to vanilla mineshaft interior
This one is still wip, but I am measuring them to be able to be very clean when they connect to other Utility Hallways
they will also have nice blockers to hide the paths that weren't chosen
sneak peaks of some of the wip sewer tunnels (this one is almost player height)
also with nice blockers

little to big sewer junction (big sewer tunnel is about 2-3 player height tall)
angled little to big junction flooded version
big junction
Odd angled junction
big sewer room junction with hole
Big sewer room junction with Center Pillar
Got quite a bit more planned for sewer that I can't show off yet though as well as more of those Lab Utility tunnel variants which will have cool rooms attached to them and will lead to the Xen area eventually
but with all these properly measured they should make for some sick generation
this looks like the hallways of the brotherhood of steel in Vegas loll
this is awesome actually
Ha yeah it kinda does!
don't tell me these are gonna loop into each other as bad as the hallways in facility lol
i always call them the catacombs cus its so hard to navigate in them
looks real good though
what part of the interior are they gonna be attached to? are they dedicated to lab section?
They will lol
The sewers will be a new area which will solely be located attached to the security room starting at the new area being added shown here
The more techy lab utility tunnels will be part of a version of lab path that is different from the standard lab archetype that has been in the game. These techy tunnels will have more to them but will lead to a teleporter room that will send you to the Xen alien tiles which more of those will be made too
The whole interior mod is going to be using Lady Ralph's DunGenPlus mod to the fullest by having 4 main paths each with their own archetypes that lead to different areas the deeper you go:
Lab -> Resonance
Office -> Military
Lambda Lab -> Xen Alien
Sewers -> Rusty Factory
wait so is security gonna have two paths now
or what is security, the little camera room with the walkies?
The entrances to each path will always be the same each run, but the generation for each will be completely random each time. That way you know which way lab is, but it will be a random lab generation every day
Yeah the little camera room
It will have a creepy doorway that leads to the sewers now
oh sick my group always splits now it'll be even more split gehehe
Which will have no surveillance and monsters might crawl up from there lol
So whoever is the security room person can watch the main facility area but keep their eyes on that door
Nah more like there are no main wall mounted cameras
oh welcome back fnaf
Yeah those ones
i play with the men stalker enemy enabled, i imagine at least once he'll spawn in the sewers and come rushing up out of nowhere when nobody expects it lmao
yeah that's a good change
consider me medically dead if that happens
I should install him again loll
Also the main entrance will be sealing shut in 2.5 minutes now after apparatus is pulled
So if you don't get out in time you have to go back deeper
like low pressure
and with how big the damn lab is it might aswell be reasonable for staff
but yeah I get the change
Now it matches more with Facility meltdown too, but most people can escape in about 1.5 minutes from all the footage I see if players
yeah
The app will be worth more too
either that or lucky apparatus path
i'm guessing the teleporter uses the same design idea of the ship's inverse teleporter? as in, multiple people can stand on it to be teleported, but differently from the ship, it only chooses one location?
For that we will be trying our best to port the animation from black Mesa
does that also mean the xen rooms will have no connection to anything else except the teleporters?
15 seconds · Clipped by Plastered Crab · Original video "Black Mesa - Chapter 14: Lambda Core" by Ross Mahon
When you jump into the teleporter ball it would do this basically (which will be interesting to figure out)
Yes exactly
Cause it was a bit weird to have them just in lab or around office
Plus we want to make a bunch of creepy Xen alien caves and stuff too
nice
We also wanted to give each path their own special event
Lab would be resonance Cascade room with app
Sewers I was thinking of doing something like having a water level rise slowly to flood the sewer areas after 4 minutes
i'm wondering how they'll be separated though. is it technically gonna be a case of both ends of the teleporter being attached to the same prefab, or does dungenplus allow rooms to be generated without any connection to the entrances
For Xen I was thinking of maybe teleporter balls that appear that can teleport you like inverse and also spawn a bunch of monsters
Office / military I have no idea lol
Probably going to have to be trickery lol
I'll probably have both ends be the same prefab but far away from the actual teleport room
That way generation can get away a bit too have room to grow and also so you can't hear your friends in the teleport room while in Xen entrance
Would kinda break immersion lol
for sure
i'm getting really excited about playing the map with dungenplus
is its minimum size gonna be huge to account for the different generation zones?
It's going to be really interesting! Lots of these things listed are planned and gonna take a bit, but inverse fixes, DunGenPlus, elevator and some other stuff will be coming next update
After that we will be focusing on getting Xen stuff worked on, maybe barnacles and then after that gets pushed out as an update it will be full send on finishing the sewers and adding it properly
Yeah I think so, but we will okay with it a bit too get it to where it feels right
I also wanted to I've the time during the day for the interior so so bad
with the amount of content you plan on adding i might have to set dayspeed slower than half for my group to explore everything
But not sure how to do that without breaking things or other mods
Ha
Same thought
When I started this project ways back I always wanted this interior to be easy bigger than Titan but have extra time to explore like 2x the amount
That way you can stay longer and get more loot, but on the flip side the longer and deeper you go into the facility the higher chance you get lost and more monsters are spawning
I got sad when the built in LLL day speed settings didn't work right lol
So I scraped that at the time
same, i tried looking at central config's code to understand how they're able to adjust dayspeed without causing the glitch, but since i'm not good at programming this stuff i wasn't able to makeout how it would be different from lethallevelloader's script
Yeah I still am not sure haha, but maybe some day!
i'm holding out that it'll be fixed one day
Same 
now that i think about it i wonder if the day speed glitch is related at all to the old quota system from really old builds of the game (e.g. version 9)
cus i was looking for info on it and saw someone mention that when it's less than half, it uses 3 days instead of 2 like it does between 1-0.5
i swear if that's the cause
and disabling that code is the solution
idk how it would feel
Would be funny if it was lol
oh so I guess I was lore accurate in putting this interior at 2x before like long before
I should prob put it at 1.3-1.5x in lethal variables ...
1 is too nice and 2 is just comical
because it's just
Ha yes you were!
I can't wait for people to get lost in the sewers
I believe so, yeah
I can probably figure out a patch, but for now I've scaled the dungeon down to account for the new paths
we currently only have one archetype per path except the xen part, so it isn't lacking space just yet
sewers my beloved
Another wip version of the Utility Tunnel tiles that have rooms attached to them
gotta do lots of clean up but these will be cool for generation in the tunnels
Examples of some of the rooms that might come with some of the hallway pieces
and if a path isn't chosen that path will be not rendered as well as the rooms and blockers will be put up instead so it looks nice and clean
Another variation with different rooms for each path
The U shaped piece will need lots of cleanup but should be cool
idea would be to chop the center of the path out and have this here instead as the path through if that path is chosen by DunGen
Then this section will will be a security room with Containment Doors that can be opened or closed (Yellow) to create a shortcut or remove it and doors to get inside (Pink)
And the other paths have some more basic rooms attached
I can't remember where this tunnel was? Is it from Black Mesa or from Half Life? Or is it just your imagination?
all of these pieces are from Black Mesa in the Lambda chapter 🙂
made this one to have blockers like this in these areas
then i guess i should replay black mesa
Basically i just take small segments out of areas and kitbash rooms and stuff out of them
Half life can't have that many areas in the actual game, I'm convinced plastered is just making it up after the 50th tile
Way too many damn tiles smh
but I remember most of them
My brain has been deceiving me all my life 
I take a lot of creative liberties sometimes haha
but it really does have lots of areas in the game 😛
Its amazing though
expanding upon the Black Mesa research facility
its wildly amazing
and I love half-life too
love how dense this looks
i love a map where they utilize space in a compact yet smart way
I wanna spoil things too🤭
the materials in next update will be fireeee
this guy didn't even record a video
When you say you'll try your best to port the animation, do you mean you'll try to add the whole giant teleporter, startup sequence and all (which would be fucking sick cuz it's one of my fav parts of Black Mesa), or just the actual teleporting-to-Xen animation (Which would happen after you jump into some other teleporter)?
Yes lmao
If lethal can handle it of course
First one
That room is huge though!
Yeah it is lol
Might have to remove some stuff from it and pull in some of the walls
Well I really hope it works out cuz that would be incredible
We ripped all the animations already for it but it's gonna be a lot of work trying to get it all working, but would be so sick
Yeah you don't need the jump pack thingy tutorial lol
Honestly I've thought that the mod was already feature complete and that you've already added all you can possibly add at least twice already
But you guys just keep going bigger and better and I am so glad to see it
We have a lot more on the to-do list 😛
Yeah I love the tech utility tunnels too, and the sewers are also cool since they'll pretty much replace Scoopy's Variety Mod (Which has been broken for ages with no word from the dev as far as I know).
effects are gonna be the biggest challenge for that room, I think
and performance after that, perhaps, although we might be able to abuse CullFactory to ensure that it's essentially just that room rendering while you're in it
we shall see
we could have doors that auto close when you are not near them
thankfully, it turned out that the effects shown after you enter the tp are fairly portable, we may just need to make a bit of a particle system on top of that to make it pretty
to let cull factory keep areas unloaded
I was thinking more along the lines of a 90 degree turn
CullFactory doesn't know anything about doors yet
oh lmao
and it's not likely to, since I don't think that there's any accurate information about them in any interior, be it vanilla or modded
would require specific API which is probably not worth making
generally there aren't a lot of interiors that have fully opaque doors
yeah makes sense :p
just ensuring that the entry door doesn't sit directly in line of sight of the door opposite should be enough though
for that room too we will need to do lots of trimming of extra geo i think
I'm sure lol
make them .ogg on release or get your mod deleted on thunderstore 

wait, make what ogg? I think iirc we've got all the audio compressed
he spammed like 20 audio files above my message and ig deleted
When you post in the wrong channel😂😂
Shhhh
Only xu saw

I thought this was our dev DMs lmao
I was eepy
But now we have to quietly get rid of @pastel magnet

@uneven stream WhiteSpike's new mod worked to allow reducing dayspeed without skipping 2 days
https://thunderstore.io/c/lethal-company/p/WhiteSpike/Moon_Day_Speed_Multiplier_Patcher/
i put assurance on 0.3x speed and tested it, saw the clock moving way slower and it didn't cause the glitch when i got back to orbit
I saw it too 
Awesome! I'd love to be able to have it be for Black Mesa, I'll have to look into this 👀
some sneaks of some new tiles coming hopefully for the next update that are more bricky/military themed
And some birdseye sneaks of some of the new military tiles I haven't started lighting yet
some will have nice blockers to hide entire areas off like some ceiling vents or walls to hide staircases that aren't chosen too
oo laa laaa
Whats a good price for black mesa? (I currently have it at 400 and I can get scrap value up to 2000)
I've been wondering that myself too
This next update will bring one final massive bug fix (inverse teleport issues should be gone) and finally I think I'll be ready to set a price on it
inverse teleport issues should be gone
mostly, there's always gonna be little bits we gotta deal with if I had to guess
Optimizations 
There are still more optimizations that can be done and lots of them are being done by Zac by instancing lots of props and materials 🙂
Oh yeah probably some few ones we miss, but should be better than half of all rooms having a chance 
Enough to where I'm more than confident adding a price to the moon now 😛
Will I one day be able to press the alarm button under the security desk at the entrance?
Dont forget about the mesh compressions :p
Ha! Yeah that wouldn't be too hard probably, we could probably do that 😛
Yes that too!
it could work good for an endgame moon, tho its not that hard with the spawn rate.. just easy to get lost in
but its fun always going there since its always different with the amount of tile variety it has
and there will be even more tile variety
lil sad news the actor who played the vortigaunts(tony todd) just passed away
oh no I didn't know that T.T
Test generation using the new DunGenPlus dependancy
Yellow is the Main Entrance
Using Lady's DunGenPlus we can have multiple main paths and have each one be their own archetype
🔵 Blue is Lab which leads to Resonance Chamber with the crystal
🍏 Green is Office and has elevators that take you up to that level but then turns into Brick / Military tiles
🩷 Pink is WIP Lambda lab that leads to Quarantine Xen stuff we want to add onto over time
🐻❄️ White is a teaser area for a Fourth path coming that will be sewer related
@knotty grove how we have been using your awesome tool so far!
Generation is gonna be wild next update 
this looks so awesome
is it optimized too?
Each update we do things to optimize yes
sickkk
At this point it's pretty optimized and runs well, only thing is still that the file size is so big due to all the content so we will trim that down where we can later too
So you're fucking telling me
Each area
Will have a different dungeon

Dude I remember when you had only added 30 tiles
And that was the most I've ever seen
Look at it now
also looks a lot more compact and less lenthy
yeah each path will be its own generated dungeon basically that fits a theme
yeah instead of one massive long path it is 3 (going to be 4) medium length paths of a certain style/theme 🙂
Thanks to DunGenPlus we can basically have the equivalent of 3-4 interior mods inside of 1 interior
That is actually insane lmao
I wonder if the idea of when they are complete splitting them off into single mods is on the table lmao
I wouldn't be opposed, though each one has different doorways
So dungen wise to make each work as their own interior I would need to go back to blender for each one
fair fair, just was wondering
We have like 6 different doorways, but each archetype has to be carefully created to make sure DunGen has the doorway options it needs when building each path so it doesn't fail
And main entrance itself has certain doorways to fit for those specific doorways
I could make one down the line of just Office or just Lab or something, but that would also be a decent amount of work. We really want to go above and beyond what has been done before and have a lot planned so I'd rather use that energy doing cool stuff no one has done before instead the same old experience others do with just a few handful of repetitive tiles
*on top of being optimized and trim the file size fat
all thats fair, just wanted to sprinkle bits of the interior across moons since having the entire one is a bit much for most moons
understandable 🙂
the paths do scale based on the length multiplier as normal though, so the size shouldn't be too out of hand on other moons if we do it right
the experience is definitely going to be mainly based on the size of the black mesa moon though
Does using dungenplus make generation faster? Like does it make it easier for the program to choose rooms since it only picks from 1 pool for each instead of the entire pool?
If im correct no
rather it lets them change the layouts that interiors would use
making maps not have 1 long branch
rather have them be evenly distrubuted
i see
i just figured that each generation having to pick from less rooms for each sector would reduce some of the time it spends trying to find rooms that match what it's already picked
I dont think there is a noticable differance
the generation times should be better, but largely not related to using DunGenPlus
iirc, it includes a few optimizations, but as far as picking tiles, having less to choose from should only make it fail more often
having more tiles to choose gives it more chances to fit something in somewhere
Generation times will probably be faster, but that is due to Zaggy and Zac realizing the tile bounds on a lot of my tiles goofed which was freaking DunGen out
lots of tiles got redone and will keep getting redone to fix those bounds so that DunGen doesn't think things are colliding when they aren't
Btw I hope you don't make the price too high, since Black Mesa is me and my friends' favorite moon and we usually go there early just cuz of how cool it is
Also, a suggestion: Some things to make the facility feel more real and lived in would be cool
Like lights that flicker or break when you walk into a room, malfunctioning alarms/PA system, or maybe a rare room that has barricades that were broken through and has a bunch of dead scientists (models scaled to match the size of the player)
I don't know how much of that is actually possible to do, but yea just wanted to throw some stuff I thought of out in case any of it catches your eye
we aren't quite sure what the price should be yet, but it also should be configurable I think too 🙂
I had some ideas for randomly generated blood splatter and broken props
dead scientist ragdolls strewn about that you can take back to the ship would be kinda silly too
i can always configure the price in lethal variables
I've never done it so that's good to know 🙂
bouncing off this idea is there a way to add randomized objects in tiles? like how mansion has random chances to spawn bookshelves, tables, and chairs in certain rooms? like if there were the aforementioned barricades, tipped over shelves with papers strewn about, blood splatters, etc.
Yes! One thing I always wanted to make time for but is always so tedious, but thus far my whole time is spent working on new tiles for generation 😛
Zac has been working very hard at turning everything into prefabs though so when that is done making randomized props sets will be so much easier
oh i'm sure it is
i showed the picture you posted abt the dungenplus generation to some of my friends and they are very excited about it
i'd say in general the generation looks tidier and uses its space more efficiently instead of extending super far into the distance
stamina will actually feel useful
Yeah we are excited to see how people will like it 🙂
reference for other company-related default moon prices
This should also hopefully reduce the file size, since there won't be so many duplicate materials/meshes/textures
yee that too
and with GPU instancing all that stuff performance should be bumped too
Hopefully*😅
idc if the performance is placebo I NEED THAT PLACEBO
whenever the interior generated is the xen lab one it's a 50/50 chance of it being really laggy
hopefully with dungenplus it'll be better
slight issue with the walkie talkies found on the moon/interior
I d k if its my modpack (i use "alwayshearactivewalkies"), but when using the tv modules with the walkie built in when on black mesa, and my group hear each other even when not using the walkies.
for my mod i worked on walkies, so i think the issue is alwayshearactivewalkies compatibility as i had to fix that too.. but yeah just thought id mention it xD
Ah interesting thank you for letting us know!
np, i would normally work out exactly the issue before reporting it, but testing things where it requires multiple people is hard for me xD
No worries haha leads are also good too 🙂
np, hopefully it is that, cant think what else it could be.
erm, one sec, let me look
this was the code, but looking at it.. i actually had to make the playing of the audio (from masked) not play to every walkie/out loud/etc.. (the opposite of what i remembered)
the issue with black mesa walkies is actually maybe different x.x
when i had no walkie.. but my friend had one.. my friends were hearing me. I think i was also hearing the walkie when i had no walkie.
foreach (WalkieTalkie walkieTalkie in allWalkieTalkies)
{
if(walkieTalkie == heldGrabbable)
{
continue; //masked is holding this walkie - so dont play the audio to that walkie
}
if(!walkieTalkie.isBeingUsed)
{
continue; //walkie is turned off - so dont play the audio to that walkie
}
if (walkieTalkie.playerHeldBy != GameNetworkManager.Instance.localPlayerController)
{
//Plugin.mls.LogError(walkieTalkie.NetworkObjectId + "|current player is not holding this walkie");
if (!Plugin.alwaysHearActiveWalkiesIntegrated)
{
//Plugin.mls.LogError(walkieTalkie.NetworkObjectId + "|cant hear all walkies.. and this player is not holding this walkie");
continue;
}
}
//play audio on this walkie
}
oh yeah this especially
i always use alwayshear and yeah the handheld tvs always sometimes play the audio coming through reaaally quietly
there was also i think a double audio when friends were close, i d k
forgot that xD my friend noticed that
interesting, thanks for the info! I'll have to toss this on the todo so we can do some testing and investigation
I haven't looked at how that mod works at all actually, so I'll be curious to see what's going on
pleeaaaaaseeeeeeeeeeeeeee
well tbh, for my uses..
im doing seperate from normal walkie operation.. so i was more matching what the walkie should do, with that code.
so it maybe if the monitor is like a walkie, but isnt a walkie, then maybe it needs a similar replication, i d k, but I am actually using the walkies, not using my own item, so the issues maybe different
ours does also extend from the vanilla walkies as well, so I do wonder what causes it to behave differently than the vanilla ones
is the audio playing through the same place as the vanilla walkie?
walkieTalkie.target
the same audio source you mean? I think it probably is a copy of the vanilla one, but it was a while ago so not so sure
yeah, what i was thinking was, maybe there is another audio source setup.. so, your audio source is playing the audio differently, and the vanilla one is drowned out? or i d k (similar situation which leads to some quiet audio?)
all i do in my code is play through ".target" audio source, and apply the logic code above to decide which walkie's target receives it.
another thing i know..is.. changing the audio level on the walkies, changes all audio sounds, which maybe why its quiet, masked were screaming down the walkies, so i turned down the audio, and all audio went quiet, i since fixed the screaming issue.. but yeah xD
i just suffer from the handheld tvs sounding drowned out and like far away or low volume
do they sound far away regardless of whether you're holding them or hearing one held by another player? in the sessions I've played with them it seemed like the volume of voices through them was pretty normal
they sound far away while i'm holding it in my hand or inventory
ah yeah, that makes sense
hopefully we don't have any issues with masked, I assume this is with some mod that lets them pick up walkies and talk into them or something?
but i think only inside interior because i have footage of it simply working inside ship
might be a coincidence
that's curious, might need to take a look at a profile code then
i've had it happen with not only this profile
I might be wrong, but I think volume is normally fine
sure, but maybe there's something in common between the profiles you've encountered that with then?
back when i used alwayshearwalkietalkies i had the same thing virus had, where i could hear them without having one on me. though i think in my case i had to pick one up first before it started doing it. anymore i don't have that problems since i removed alwayshear, but sometimes it plays the sound for talking, release talk, and turn off 2 times in a row instead of just once. that problem might be with clementenise' customsounds though, because i didn't have it in a pack that exclusively used soundapi
alright so i found footage of me alone and talking. don't have enough time to look for different examples because it would mean i would have to sift through ~1500 clips each a minute average. the guy on the other side's mic is stable
the silence if you focus is not silent
SaltyAshy — 26/10/2024 22:39
this + black mesa interior and betteremotes added on manually
because r2modman/gale dying
0192ca4a-b07e-8000-1bb8-f336ba2637a1
i don't have anymore info to dig up as this is old
yeah, for my mod LethalIntelligence, I make masked pick up walkies and talk through them using Mirage/Skinwalkers/Wendigos for the voice.
i havent actually tested the black mesa walkies with my mod, but as far as i know there is no issues.. if there is no issues though, then that means masked are speaking only via the vanilla source.. = why they have no issues, and if they dont speak.. thats another issue entirely xD
Has anyone had an issue with leaving this moon where everyone on the ship just explodes after the ship has taken off? It happened both times we played on the moon today
This was our first time using it
Someone didn't read the fine print in the Handheld TV manual👀
there is a manual???
On the table by the Handhelds 🙂
All make sense now? 😂
yes lol
Lol


