#[v81] Half Life Black Mesa Moon + Interior
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and they used soundAPI? even further based
This isn't Plastered's mod lol
๐
Wish the scientist had a model swap too but the sounds are hilarious at least haha
I didn't realize it wasn't a model swap till I watched the video๐
imagining the half life scientist's rig being stretched like crazy to fit the bracken's animations
Any plans to add the coworker from abiotic factor? hmmmm
It's not from half life so no plans ๐
fair enough
So with Zaggy's best efforts so far the entire mod is now at 230 Mb
750+ Mb -> 230 Mb is wild
And Zac and him have been doing a ton to optimize materials and instantiated props all over so performance will also be improved most likely too
So best of both worlds hopefully for next update 
we love optimization
Yes! And very surprised it is even as small as 230 Mb even with the sheer volume of content the interior has ๐
hehehe
WHAATT LOLL??
honestly black mesa is easily one of my fav modded interiors.
the exterior pisses me off but that's due to unrelated enemy mods that just happen to spawn there, not this mod's doing, lmao
oh yeah code rebirth dangerous flora just spawns in the bus area
eternally beefing with jpog stegosaurus
and it just makes it actually unwinnable
without sacrifice
it could've spawned in fire exit or at main exactly but no it has to be the bus
if you try to jump or walk over a stego that's on the lower walkway between the entrance and the ship
stegosaurus ,,?
it will instantly kill you
also if a driftwood giant sees you it will just. toss you to your death.
OR, as it happened once, it tossed me OUTSIDE OF THE MAP where i was doomed to wait until midnight.
I mean he's pretty big that's on you
horseshoot crabs from surfaced are also a problem.
sometimes they decide "i'm going to sit on the front doorstep" and catapult me to my death instantly when leaving the building
you'd think a moon wouldn't be so dangerous when the front door is so close to the ship
alas
yea that's on you
easily avoidable and there are like 3 angles where they don't kill you
"easily avoidable" did you miss the part where I said they sit on the front doorstep
literally unavoidable
as in, loading the exterior, the first thing i hear is SPROING
reading comprehension these days
played a big handful of sessions with surfaced and closest they ever got was 10m from entrance
"no need to be rude" he says
i don't consider that rude
but yeah no genuinely the fuckers stuff their tails into the door for some reason for me
my guess is that because exterior is so small they spawn inside the door
i guess they just really hate you because i've only had advantageous horses so far
bell crab ๐ฅฒ
bell crabs are more funnier than a problem so yeah
kill them outright
don't be so shovelist not everybody has a shovel
lethal hands baby
ahhh
but also i buy a shovel first thing every game
and i also play brute from employee classes
that oughta do it
i wake up every day and choose violence
loot bug? square up. spider? square up. driftwood giant? square up.
and if i have a knife i'll square up with coilheads fr
counterplayer ..
which means i can calmly insert it into most profiles next update
for some reason i had a 1,5 gig profile almost crash someone's pc and even after black mesa was laggy for them
maybe just mod galore
yeah black mesa starts lagging near the end of the day for me
but i just chalk that up to narrow hallways + lots of entities
liminal pools also does that sometimes for me
but i only had like one biodiversity monster active, atleast from what i saw attack me ๐ญ
i still haven't seen liminal pools more than once
unlucky, dynamicinteriorvariety
i need to go through my configs and make the interiors more likely to show up on moons i actually visit--
fingers crossed, I have a few more things I want to try but perhaps not for this update since the thing I already did is a little disruptive
performance is also in flux since @sacred quiver has been redoing a lot of the lighting to be a bit less scuffed
largely perf seems good on my machine when I try it out though
hard to say if it's improved or stayed about the same
atleast the disk space is lower which can help carry the load

he nods so aggressively .... . .
found a few places where we might be able to get a decent performance uplift, so it'll be interesting to see how this works out
is there an approximate date or is it just ๐คซ soon
definitely a big soonโข๏ธ unfortunately, hard to say when our cleanup will be finished
also got some stuff in the oven that I gotta get back to, got too much to do 
hoping it will be less โข๏ธ, but got quite a bit of work to bust out before then

nah this is another mod doing that
i figured
large modpack issues ahoy
i just assumed it was the number of entities going up
in a kinda cramped moon
i remember someone saying something about a terminal mod getting more and more laggy for every day they play the longer thay play
like how riften is always an fps drop in skyrim
cause it was really unoptimized lol
yeah no it shouldn't be doing that at all haha
never had that issue before :p
ยฏ_(ใ)_/ยฏ
things get silly when lots of mods are not playing nice together haha
just like how HDlethal causes tons of issues when it shouldn't
modding do be finnicky
i saw someone else complaining that SpectateEnemies causes lag near the end of day when more enemies are spawned
don't take my word for it cus it doesn't make sense to me, but if you have it installed you could try disabling it and seeing what happens
i do not have that installed
if you want to send your profile code i can have a quick look at it
looks like I've gotten a decent 15-20% perf improvement on my machine by removing/disabling a lot of animators, might be more on machines more bottlenecked by CPU
should be a nice little update once we get things cleaned up and polished
what animators are you referring to?
For the doors and the lights
functionality shouldn't change, I've just lessened the number of constantly-running animators with some trickery
ahh i see
unity wizards
They have been working their butts off!
Optimizations, file size reduction, more rooms, fixed all inverse teleport issues (hopefully), redone lighting, and other big bug fixes coming to the next update
Gonna be a dope one

i made this thing
That's actually awesome ๐ฅ
LMAO I would love to put that in the mod honestly
as rare ambient sound
I'm thinking it could be like a secret audio log maybe, but we shall see 
that would be great!
Would love logs for them discovering all the monsters lmao
random npcs from half life discovering Bullsquids, Headcrabs, etc would be so funny
rewrote the camera manager so fps looking at the screens in the start room should be very smooth next update
(by dropping the fps of the cameras, but I think that is a small price to pay)
113 fps in the camera room 
hmm, what is the increase in %?
I used to get 50 in that room
And if that's 113 in that room then that means it's going to be much higher in the rest of the interior too
I'll do a quick proper comparison
hey don't oversell lol
it varies quite a bit, we have more work to do
this update should bring a pretty decent boost though
120 looking forward in the starting tile feels pretty good
before:
after:
(not technically a before and after, but the first screenshot should be negligibly different from the behavior in the live version)
(except with improvements to overall fps due to the other optimizations)
oh wow thats a lot
basically I cut down the number of cameras rendered per frame from 5-10 down to always only 2
There's still lots of optimizations to be done all over the place. The unity project is basically a hoarder's house that wasn't up to code๐
and used the persistent history option in HDAdditionalCameraSettings to keep it from killing performance when I toggle them, which is the piece that was missing the last time I tried this
if every player uses black mesa walkies, will the camera fps decrease?
nope
shouldn't have any effect
unless it turns out that CullFactory toggling tiles that aren't connected to the main tile is costly, which I should try to check when all three of us get in-game, but I think it seems like that shouldn't be significant if it is a problem at all
holy based
oh @stray tartan I realized your question wasn't about gameplay fps but yeah it doesn't affect that either
it doesn't skip deactivated cameras so the fps on the screens doesn't change (but those deactivated cameras don't render, so I guess technically you can have 0 cameras render in a frame)
only case in which it does is when you're holding one of the handhelds, then that one renders at full fps
Enjoy this silly bug
Was redoing a wall prop to have it be animated and I fucked up somewhere lol

Yeah we're professionals ๐
Zaggy hasn't even seen this yet
Me and my potato PC appreciate all the optimizations that happen
Soon.. ๐คซ

so much cleanup...
Hiya! im not here often but I ran into this stuffs :|
Half life just went to Quarter life
oh yeah that damn fuckin office
i've walked through this one like so many times i don't bother reporting out of being used to it
i've seen it ~6 times over 8 hours
yee, will be fixed in the next update coming fairly soon
we are getting close to a release candidate I believe
we'll be making sure to have a stable branch for any bug fixes after this next release so we don't end up with an invisible wall for a month like last one lol
idk if this has been reported before but occasionally enemies will spawn inside walls in the exterior in this little area next to the ladder and bridge.
1st image kinda blurry but you can see the baboon hawk poking its head out lol
Yeah the navmesh outside is... rough๐ The next update won't have any major changes to the outside, we plan to do that after this next update. The whole outside needs a lot of work, and the way that @uneven stream set it up will require a lot of time to fix everything. I can hopefully do a bandaid solution to this tunnel in particular
Sweet. Even if it takes a while im looking forward to it. This has def become my group's favorite and go to late game moon/interior.
Finally going to be setting the cost for the Moon itself in the next update now that all huge bugs are finally fixed (still some more bits to clean up before release)!
Please put what you think ๐
there's like four fire exits and literally two dedicated holes for your ship and drop ship (where you come from) which would make it above 300 reasonably as cost of leisure however the main entrance sucks ass the way it's so linear and the only way to ship so it should be 300
that's my reasoning atleast
450-600 would be nice if it ties/comes close
Yeah hard agree that the entrance to main gets old being so linear, but eventually we want to explore making 1-2 more moon exteriors that get randomly landed on when you land on Black Mesa, that way it's more of a gamble and each one could have different outside enemies and main entrance paths too ๐
really ambitious
This next update coming will be very ambitious already haha, adding those exteriors probably wouldn't be as much work as what we've done with the interior for the next update ๐
just haven't seen a moon cycle exteriors
Yeah I don't know if anyone has tried yet 
what if it randomly cycles the main/fire exits, and you can take the trams to them? preserving the existing walkways obviously but seeing the trams move would be really cool
We had spitballed trams in other ways, but likely wouldn't do trams on the current existing exterior. Maybe something to look at for a different exterior if we end up doing that ๐
Looks like the overall consensus is to have it over 300! I want to do another round to settle on the price for the next update (might be revisited again later based on additional feedback once the update is out)
What cost should Black Mesa be in the next update?
14
23
1
Above 300
โฌ๏ธ
we should note that we're working on making it so that you get screwed over by turrets and two handers less, so it may end up being more valuable, assuming the average value doesn't go down
imho black mesa should be 800+ but < 1500
Depending on how it plays it may go even higher in future updates ๐
Definitely not denying that possibility!
For it to be that expensive the main entrance would need to be more of a challenge to get to or at least further
Maybe the entrance could be pushed back a bit and raised up, with some sort of scaffolding that needs to be climbed to get to it?
Idk anything about half life so idk how close to that this is supposed to be
With how complex the generation is for Black Mesa (especially the upcoming update) i wanted to both give players a short time to be able to get into the front entrance to get started and also pay homage to the very start of Half Life where you start the game on the tiny metal catwalk leading to the front entrance. Technically what I did with the moon Increased the distance to the main entrance than in the actual half life game, but not by much. I would love to do a different exterior at some point that is outside and a bit further away though.
Sneak peak at some custom scrap coming to next update that should be somewhat rare: Dev kitties!
Following the same trend from Half Life and Black Mesa where they add pics of their family members / pets ๐

๐ซก
What should the price be (Round 2)
13
18
1
500
โฌ๏ธ
science is expensive
a lot want it even higher lmao
but you can change it with mods too
Imma send you coke
tons of cola
coca cola
you can
yeah im settin that right tf back to 0 after
500 honestly might be low for what it will (hopefully) offer as far as scrap value
but we'll have to see how it shakes out, we haven't gotten to playtesting after extensive changes to balancing, so I want to say this is very subject to change based on the input we get from that testing
crab can correct me if I'm wrong, but I believe the initial idea was for it to be an endgame moon, but maybe it's more fun if it's not
or more high-risk high-reward
I wanted it to feel like an end game moon in terms of danger, but with mid-tier bar of entry
hmm I see
live version is not very high reward though so balance wise things will change a lot shortly
but whatever most feel is right
black mesa moon price real?
now that there isn't going to be anymore game breaking bugs
always had it at 0 because I would feel bad if people spent money to go there and then die to jank
Did you ever have trouble getting more than 1 person playing with your interior? Currently running into issues with mine.
We didn't. What issues are you having?
Yeah I've never heard of that before 
First screenshot is an error I get on the main menu, it doesnt stop the user from loading the game and using the interior.
Second screenshot is the error the user trying to join a hosts game gets with the mod
Theres my whole console
The mod is usable if youre playing alone. And when the mod is disabled it runs as expected, so its definetly something in my mod. Its a basic interior with just a lethalbundle, no custom scripting or anything.
I didn't realize you were talking about your own interior, I thought you were talking about Black Mesa๐ We should take this to the dev interiors channel
Yeah sorry, I asked there but I didnt get many answers, I wanted to see if people with experience in making such a big interior ran into similar issues
Yeah I haven't been keeping up with messages that well, been too busy grinding out this update๐
if you check the code that it's referencing:
https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/General/Extensions.cs#L71
it looks like you have a Doorway with an object weight in its connectors with no object in it
I see, Im not the most proficient in code so I didnt know how to decipher the error, but I see now that I should look at the first line and not the last. The issue has been fixed, thanks!
would it be possible to get a mod of the black mesa lockers that makes them spawn in other interiors?
Possibly at some point. Not this coming update tho
ok thx 
would be pretty tricky to position those well
at least dynamically, but if anyone wants to steal the idea and add spawn points to other interiors they are welcome to
all of ours were placed manually
do they actually work? I died faster than I could utilize or find one everytime
They do and they also contain scrap
They act as a mini room basically
If a monster doesn't see you and you can hear them coming, you can go in the locker and shut yourself in and they will pass right by
But if they see you they will come and open the door and get you lol
it's time!!
Black Mesa
Version 3.0.0
- Routing to the moon now costs 500 credits
- DungeonGenerationPlus dependency added for more advanced generation (Thank you Lady Raph!)
- 3 guaranteed themed main paths with dedicated doorways (Lab, Office/Military, Quarantine)
- Added an elevator as the entrance to the Office wing of the facility
- New rooms!
- Reworked lighting, now with more switchable lights
- Reduced file size to now under 200 MB (from almost 400MB before)
- General performance improvements
- Security camera room optimizations
- New doors/blockers
- Improved/reworked most props and their materials
- Added animated textures for many screens
- Newly animated main entrance door that slowly closes after 3 mins when apparatus is pulled
- Sewer entrance added to Start Room to tease new Sewer dungeon area coming later
- Adjusted hazard spawns to be more fair (no more turrets in long hallways with no cover)
- Removed G-Man
there's also something that I left out of the changelog, have fun!
erm skill issue?
same
Sounds like skill issue 
or whatever this thread is for
Just tested it too. I walked into main and turned bald. please fix

i think you were always bald
I'm not BALD!
being attacked by the squad rn
Bald squad
Skibaldi Turret disagrees
Goddamit you were faster
@uneven stream Assuming the falling into the void issue gets fixed I'm excited to finally try this out tomorrow, been waiting on this update since s1ckboy started talking about it with me in dm's ^^
I think they were trolling lol
I have not experienced anything like that so I would need a profile code
no
I wasn't trolling. Their mod made me bald
lunxara isnt a streamer
I will be yeah
well that was a feature
I blame G-Man personally
You were always bald
it's the secret feature I omitted from the changelog
At least Fumo made the Zap gun give me hair (This is not a joke! I wish it was)
HOLY SHIT
PEAK JUMPSCARE
I'm not one for fanfare lol
we have been cooking though
if @uneven stream was around I'm sure he would've written a whole lot more for the announcement
Too much cooking one could say XD
Xu your bananas are mine
I'll redo the announcement when I am at a PC ๐
oh god
I'm genuinely so excited for everyone to see all the hard work Zac and Zaggy have put into this update ๐
lmao
that's the blocker life, you die to it once so you know what not to do next time lol
Yeah there are lots of new blockers for doors and vents to make it clear that only the clean and normal looking doors can be open
Lots of sign variations on the ones that can't be open and vents look busted that can't be open ๐
Y'all should record or stream it! I'd love to watch it over later when I have time ๐
sorry i dont talk to competition, be square on bingo day
also sure, glitched will proably stream it tmrw
ill force him to add it
he doesnt really want to but i can convince him
I'm gonna add it. I'm gonna go through and remove some mods.
It still ran a little high but felt better. So I want to try and cut some cornors in other parts of the pack to balance.
I've been pulling some stuff from my pack as of late too
wait ran high?
Ran high?
Reee
Never run high
Wait until sober
Unless your name is Zac
(unfortunately im not participating, wont be available lol)
You won't be in the bingo day??
yeah im pretty sad about it too
What the hecc
my brother has dnd ongoing the second bingo starts
i wish i could, but he does dnd online with the main pc
and i dont got another pc lol

Not me
I also thanked you in the credits and the change log ๐
But yes you too!
This update would be nowhere near as cool without DunGenPlus
๐ฏ๐ฏ๐ฏ๐ฏ
but i worked so hard
Do you mean like the scrap price? Price? Perf in your pack with the mods you have?

performance lol
how'd it compare to the previous version?
Lmao howw
i think just naturally due to how much generation there is there's just by default some perf
Wonder what profiling would reveal
would have to do a proper test to really tell
Idk we had it in a large pack and it was good
cuz the way lethal has been
But like maybe something is the cause in there
the more you play in a lobby, even if theres nothing on ship and you're on orbit etc, there's always a lot less fps than when lobby got started
Like was found with lethal things 
so it's hard to tell
could be ye, but again, it wasnt bad, it's just not been given a proper stress test for us yet
Ah okay get those deets for the perf nerds cause it really should be much much better with their optimizations and file size getting cut in half 
was this with the bingo pack or another one? I could potentially profile it if you think perf is significantly below other interiors
it was with glitched's pack, but again, it hasnt really been tested properly lol, glitched just hopped on with slayer and played with it a tiny bit as the first moon

well if it turns out to be significant/consistent I will be interested
we gained quite a bit of perf from reducing the animators, but we may have made up for some of that gain by adding some shadow maps so we shall see how it shakes out
I'm kinda willing to sacrifice a bit for better visual fidelity but I'm sure there's room for improvement in perf too
especially if I can get HDRP to stop being stupid about on-demand shadows

I just wish the game didn't use HDRP
lol
it'd just be nice if HDRP wasn't so got dang annoying to work with
HDRP sucks
Hot Dump of Rotten Poo
good visuals are easier to get with it as far as I'm aware, but on the other hand its documentation is lacking for technical stuff, it forces me to patch it for half the stuff I've wanted to do, and it does a lot of work on the CPU that makes it way slower than it probably needs to be
plus it's buggy
Yeah, it mentioned something about a shadow and made it super buggy but I know the update is cool! Jumping from 2.0.1 to 3.0.0 gotta mean there some new stuff. I rollbacked the version for now but I look forward to updating whenever โ๏ธ gets a look at! Excited for the black mesa update. Though trying it out for a bit, the textures look rly good. idk if they changed or not
Can you post logs at some point?
It could really help diagnose what the actual issue is ๐
yeah, I'll go see I have them rq

i just tested the update for black mesa
this update is so sick
game runs a lot better and the specific branches are so good
I see nothing to do with shadows in that log ๐
Well it was either shadow or something about pipeline
I see it now
Stack trace:
UnityEngine.Rendering.HighDefinition.HDShadowManager.PrepareGPUShadowDatas (UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.HDCamera camera) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0025)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareLightsForGPU (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.HDProbeCullingResults hdProbeCullingResults, UnityEngine.Rendering.HighDefinition.DebugDisplaySettings debugDisplaySettings, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0161)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0315)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_04C9)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <e27997765c1848b09d8073e5d642717a>:IL_001C)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <e27997765c1848b09d8073e5d642717a>:IL_0046)```
Glad you like it so far! It has many secrets!
It's definitely something to do with the pack your running or your system itself. This has never come up in testing
the only thing i don't like is very minor- the music in the elevator is very loud,
Really??? I have zero clue what it could be. My pack is like mainly just very well known mods
could maybe turn it down by like 4-6 db or something
If you post a code it can probably be looked at sometime ๐
I'll get it rq
We can take note of that and dial it down ๐
Also I'm pretty sure the person above me had the same problem. Zagster I mean, it might've been same problem
But yeah, I"ll get the code rq
0193e85f-39ac-0494-53dc-7d3e9a629c42
He's one of the devs, he's not talking about the error you got lol
Oh mbmb
inb4 it is
no I'm one of the devs lol
but also that is a problem that has happened due to something we have experimented with
it shouldn't cause any problems, it's just annoying
guys i think zagster is a dev
Idk, it spammed a lot of errors and my game suddenly became VERY stuttery
Like bad, more stutter I've ever seen lol
theres no way
It didn't happen I first I think, idk
huh that's odd if so, could you send a code so we can have a look?
0193e85f-39ac-0494-53dc-7d3e9a629c42
I'll have a look at this tomorrow if I have time, but maybe Zac will have an idea of where to look for the issue too
it's very weird that it repeats though, I wonder what would cause that
I don't know what it was but yeah, I'm glad y'all look at it eventually ๐
I will attempt to run a better stress test today of it. When we did our quick test Slayer said the boot up with Black Mesa took 8gb with our pack and when we removed it and booted up it took 5gb for him. Which is why I mentioned before I want to purge stuff from my pack to help lessen stress on load up for people with low end PCs.
But when playing I was getting lots of small fps drops on Black Mesa. I will attempt further testing though as this is such a beautiful mod and one that is highly missed by my community.
Final note, I agree the elevator is too loud. Definitely a great addition though. I'm excited to see what else is new here
YESSSS YESS YES YES YES
SEES UNREAD MESSAGE AND SEES "UPDATE" DIES FROM CINEMA
also just a random thought could it be possible to somehow in a configuration disable security room and it's features in an attempt to optimize further or am i being too rude for the man hours used for it
yeah i know right my friend's pc died trying to run a pack with this on pre update
worth noting that I did see a large variance in RAM usage when loading up the bingo pack twice (12GB and then 8GB), so I wonder if this could be a fluke
I'm definitely interested to hear what kind of increase it gets on average if you do more tests with/without
the security station still causes you trouble performance wise then I take it?
the main focus was on a general improvement to the performance there, but I can definitely add that as an option if it's a problem for normal gameplay. it's just preferable to make it run well regardless of whether the cameras are enabled
ok my machine, it definitely still takes a bit of a toll, but the improvement was pretty drastic
nono im just wondering if it would be better for performance and to see it it would be need to be done first
because i either have openbodycams or my group doesn't have a guy stay in the office which means --> the room doesn't get utilized which then --> what if remove --> performance? but im glad the room is there and i brag about it everytime
i get the sentiment
i don't know if the room is even a problem it's just a random thought since it is a notable amount of cameras which could load more rooms
it shouldn't be a problem unless it's used really
then i am okay with it
my thought is answered
ty for answering
i'll also be playing the moon in a bit
๐ซก hope you enjoy
That sounds about the same difference we had with my short testing. 3 to 4 gb difference.
as far as stutters go, I did observe some weird stutter associated with the blob on my testing, so if you manage to find that those are consistently there when you have perf issues that would be interesting
I'm wondering if the security office could be the culprit still. Would be a good starting spot to test out. It is a cool spot though that's awesome but not utilized properly by players typically.
Regardless it did feel a lot better than before and I am excited to see if I can't make it better by just tweaking my pack.
I didn't get a chance to deep profile that but I definitely should try today
Zag if you wanted to team up I'd be down to run tests with you to have host to client testing.
security station should have a pretty negligible effect when you're outside a range of about 10-15 meters, as the cameras just switch off completely outside that unless you are holding an enabled handheld camera
Gotcha.
definitely not opposed, but I'm not sure when I'd be able to
do you mean just a normal lobby? or specifically testing?
if it turns out that I can't reproduce some issues that you're having I'll definitely want to take you up on that regardless, as it is very hard to get good profiles for certain transient issues
I planned to test it with my mod pack so if it ends up being something related to my pack specifically then I can nuke the problem but right now I've got my main pack really stable and was glad to hear that my 175 mod pack only used 5gb on launch ๐
Our main problem before was some players with lower end PCs would struggle very hard on black Mesa so I just want to make sure that they will be able to handle it because it's these same players that miss Black Mesa.
I also test it as if I'm playing it. I do not use Imperium unless 100% needed as i know Imperium causes errors and lag.
same here, I tend to only use it briefly when I need it
I just use devtools because it has the minimum that i exactly need, but I think that one also has some weird overhead issues lol
holy fuck the game runs.

Ok so I did improve things a bit with my own PC and got it to not push my memory to 95%
alright so far some quick tests with and without it solo shows a difference in about 12% - 14% difference in memory usage with it. Real test will be with a lobby next and see how well it runs with multiple players and everyone causing chaos and mayhem lol. Already scared to see what will happen if @sharp compass uses his plushie here xD
I don't know what that means but I am afraid
also 12-14 does sound fairly reasonable to me
Yeah I did some messing with my computer its self and cleaned up a bunch of junk so I can handle it better, but I'm still worried about a full lobby play on it but I'm confident.
when these errors started spamming, was it after you had gone inside and explored a little?
yeah
found the issue, will have a hotfix out shortly for that and the [redacted] animations
The issue for my problem? If that's what your talking about, what was it?
it was a weird one, I believe that the issue was a particle system using a light prefab for the particle lights
if you manage to get inside to where it properly renders the light with its shadow map, it recovers, but for whatever reason that particular seed you got was especially problematic where you had to cross a whole tile for that to happen
HDRP is dumb for not checking that null though afaict
@daring swift welp I pushed an update to fix the light issue and then I tried some other fixes on your profile and realized that BioDiversity is unconditionally assuming that EnemyAI instances have an enemy type so I'm gonna have to hotfix my hotfix so it doesn't break your pack 
love that the explosion and shotgun code requires me to make a dummy enemy
What does that mean? The enemyai thing?
Also thank you a ton!
sorry I'm just kinda annoyed about the way I had to fix some things lol
basically the ||barnacle|| needed to have a dummy enemy to be able to be hit by the shotgun and now Biodiversity is mad about that
playing whack a mole here
there is a barnacle? 
why cant you have an enemytype
you know what your doing but bad vibes on that ngl
I mean, I don't want to try to figure out how to spawn them from vents
dunno if that's a solved problem but it doesn't make a whole lot of sense for them to be enemies regardless
forsure but they are enemies
you making just an enemyai just makes them a half implemented one
making a dummy EnemyAI is not my favorite thing, but it is the only way I know to make it work with any old damaging tool
it's a hack that zeekers forced on me
literally shotgun code could have one extra line and it would work perfectly without this
if only we could mod the game
but since it doesn't, there's probably like 5 or more mods out there that copy that code and can't work without an EnemyAI
Piggy's Variety Mod for one
I would have modified it if I didn't have to transpile every mod out there to check if they require this
zeekers is the one that chose not to use the IHittable interface
super dumb idea
can you replicate the usage of the shotgun by prefixing the usage of the shotgun + prefixing the actual spherecast function
uhh
if you prefix the spherecast function it might be more dynamically compatible?
no as in
you don't need your stuff to be included in that code
you just need your stuff to react to that code in the same way
sure, but then what happens when someone's complete copy of ShotgunItem doesn't get my patch?
someone comes here and asks "why doesn't the M4 kill the ||barnacle||"?
hence why im wondering if you can do something generic enough to avoid that situation
I'm not sure if you mean that I should hook into SphereCast, but I can't assume a spherecast is killing something
you can depending on whats happened before/after it
this is as generic as it can be afaict
then I have to transpile the method that called it
which means I have to transpile every method in the game
actually just to sanity check super psycho question
or add a whitelist, which is a pain to maintain
can you patch generics but like targeted
like GetComponent<EnemyAICollisionDetect>()?
uhh maybe?
I haven't tried it
but not sure what I could do with that, I still need a dummy EnemyAICollisionDetect there
and also it's worth noting that this solution I came up with also works with Landmine.SpawnExplosion, which assumes EnemyAI is the only thing being hit even more than ShotgunItem
that code must predate IHittable entirely from what I could tell
anywho @daring swift once you see 3.0.2 you should be good to go whenever you wanna try it out
Thank you! I look forward to trying it out! It looked super good when I ran around for a bit
That's too psycho bro. You made me shudder a bit
ok but would actually be peak
not sure if this is a bug but when turn the custom walkie on and off, the image remains (but the camera does not render)
As for fps - a huge increase in performance (at least it seems so to me)
esespecially inside and after some time?
does the quarantine part of this interior use the same tiles that xen interior uses?
it's not unintended exactly, but it could probably use a static texture as a placeholder
did you mean to say decrease? kinda sounds phrased like a bug report but I can't tell for sure lol
no, increase
but I noticed that being between the main and the ship is -20 fps
if heading towards fireexit - +20 again
they're just similar since they're from the same assets, but they were created separately and set up differently afaik
-20 from what it used to be, or just sort of a general comparison? I could believe that, the moon is honestly in more need of work than the interior at this point by a long shot
glad to hear it was an overall improvement though
general comparison
gotcha yeah then that tracks
we're hoping to work on revamping the moon soon, possibly as the next minor update
maybe major if we end up bringing in another moon scene
depends on how long I take on whatever random ideas I have probably lol, me being the only programmer meant that a lot of the delay was from work I was doing
I sent some of the tunnels I made to the Xen Interior person, but we went different directions too. But Zaggy is right, they are assets from the same game so the base assets were the same originally
I had sent them since they have been in Black Mesa since forever but were so rare they never got seen ๐
My mind actually broke when I entered the xen inteiror while in the black mesa inteiror. Fire idea fr
we're hoping to do even more with it but it is ambitious
friend had interesting interaction with a barnacle. from our end, he was hovering right outside the ship. on his end, i guess he was just... stuck somewhere?
^his logs
Zaggy should have put out an update to fix that a little bit ago
Was this on 3.0.3?
@idle cargo ^
It's fixed in 3.0.3 ๐
3.0.3 wasn't out when we played tonight so had no idea an update got pushed
lol
f
yeah I didn't hear about the issue until about 3 hours ago
should be possible to un-softlock anyone with tp now as well
(or in 3.0.2 by killing the barnacle)
game keeps crashing when trying to land on black mesa after spamming navmesh errors when pulling the level
0193f6e9-ccef-681b-ca6c-8434b4d561b4
You're not using Central Config with safeguards on right?
LQ atm
mainly guess due to it saying it was a navmesh error
Never played on 3.0.3 today
only other guess is ill try loadstone unstable later
I was using base
Thats....weird?
@north thorn 
I can try to reproduce, but I might need a crash dump for that
%temp%\ZeekerssRBLX\Lethal Company\Crashes
how many barnacles spawn at once?
just saw 5 in one room
also killing one had a bit of a lag spike for like a quarter of a second
also killed this one with a shotgun and its tongued stayed down
also its tongue stuck out from another upstairs tile
screenshots cuz yall pre place these smh
also entered through a fireexit and found no wayt forward
also i assumed all fake doors would have a not authorised sign but ig not
never had to open those doors so I learnt to not touch them
it's method
My mans didn't check that closet with a vent on the floor
That is a monster door
So the other monsters can travel up from the elevator
my bad that there's 50 fake doors and 3 rooms
everything just blends in at that point
oh interesting
theres an elevator?
I think it's good that everything blends in, actually
yeah
Yeah in main entrance you go the administration route
routes?
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.
oh yeah
Lead you to Quarantine, Administration Offices, and Lab themed paths
Lots of different ways to play ๐
I think you can change tags if you right click the thread into a context menu
Remember which tile this was? The military security one from that one clip?
We can adjust that barney boi
Ah yes thank you!
i gave two screenshots after it for the tile
lol
Oh 
the one under and the one above
Ngl I haven't seen an elevator
can someone send a ss
cuz like I did see an elevator like thing but it wouldn't come down where I was
also are the barnacles supposed to take weapons in ur hand? lol
also black mesa might be breaking some stuff from depsawning
noticed my crates from CR and a baboon hawk nest stay there on 2nd and 3rd until we went to company after 3rd day and then after leaving company they cleared
If you need I can go back in my vod and clip but yeah stuff wouldn't despawn until moon change.
On other note though performance was much better ๐
3.0.3 bug then, stuff despawned properly with 3.0.2
Not sure how though
that's normal
hmm, that seems very odd, I don't do much work when they die at all
In that vid I sent lol
You gotta give it some time
might've been a coincidence but i noticed right after a friend shovelled em immediately after there was a spike
Zeekers set the elevators to start at the top lol
it might be zeekerss stuff as well, not gonna rule that out with enemyai
Hopefully we can make a way for it to go down
or some weird rpc thing
I've had weird lag spikes when playing as a client in some cases too
That's never happened to me so that's weird
no they only grab one handers
Could be a weird CR thing too (;
if the weapon is uses 2 handed animations then you will get grabbed instead
baboon hawk nests are not CR :p
as far as the lag spike being the dummy EnemyAI, I wouldn't think so, especially if there are no errors printing at the time
I put overrides in to stop it from doing anything
I meant the crates haha but if the nests are weird too it could be another thing goofing it up
I'll look at the nests, but I don't think there's any reason that should have started happening
when it dies?
Maybe something in Glitch's pack went wonky
@balmy pine post your logs?
Yeah I've never seen that happen with any run ever ๐
well, I override the method that kills enemies to notify the barnacle to die, that's all it should do
other than a useless RPC that I can't stop
but that is quite light afaict
i never looked into what enemies run when they die other than basic stuff so idk either honestly
@forest pendant
weird
check there
nothing recent
newest one is early last month
he did
its just the animation for them plays the moment you load a moon
just tested
definitely a problem with black mesa
@north thorn
this is the only error i get though, which doesnt seem very helpful
and no, before asked, it is not surfaced causing the error lol
this is line 26
Yeah this is what I meant haha
They start down below but that anim is set to play that sends them up
so no, ur moon/interior stink 
Sounds like a skill issue still idk lol
I've legit never seen that but then again I haven't played with CR besides during bingo 
this aint a CR thing though

always delayed
Server owners apparently had bugs they never told us about last second
i love it when bugs go unreported lol
oh ty I see the issue
I would like to ask zeekers why he needed a field to store the NetworkObject instance for EnemyAI when as a NetworkBehaviour it inherently has a reference already
lol
Personally I was ok with the CR crate staying where it was ๐ we had a free bridge over the gap
Yeah i pulled out my knife ready to take it on but it was a smarter than me..... ๐ took my knife what a sad day. Can I report the barnacle for theft?
we do want the crowbar to be a weapon at some point so maybe a few objects can be omitted when that happens ๐
report the problem to the nearest Black Mesa security personnel and they will deal with the miscreant swiftly
Honestly it was a great experience to encounter learning they can do that. Means I gotta be smarter next time lol.
I'll give you a pro tip
Not swiftly enough D:
if you turn to the side or face away from it while it grabs you, you can get grabbed regardless of what you're holding
or switch to the weapon after it has pulled you up ๐
yeah the turn is for when your inventory is full mainly
Oh that's good to know. We use reserved weapons so typically my weapon isn't out and can hit T to swap to it in an instant. But I was more excited to get grabbed and have a knife battle with one that I prematurely swapped to my knife.
also today I got reminded of my project to make pathfinding async so I think I might take a break from Black Mesa (except bug fixes) for a while to work on that
because boy it was promising, I just need to figure out how to make the cost to start jobs less

we out here calculating the bracken's hiding spot in 6ms with no frame drops
(mostly)
I was too much of a perfectionist when I was working on this, even as it is it is probably an improvement
time to set up the job is like 200 microseconds
actually I had a stash that brought it down to 100 microseconds 
PathfindingLagFix getting an update? :3
Hopefully you can get around to fixing that one error with the Centipede too that Async Loggers always likes to grab, I don't like turning off it grabbing Stack Traces cus then you can almost never locate important errors lol
I'll want to patch a whole lot more than it currently does if this pans out
I mean I suppose I can probably
idk how this is even going to handle that error
as far as stack traces go, I would argue that if you're so concerned about performance it would be good to have that off until you're debugging something
but that's just my two cents
most errors that are relevant to bugs print stack traces already
Ahhh
@open flame I guess I should confirm with you if those will still log properly or not
Not sure exactly if AsyncLoggers will completely block those or not
speaking of Matty, I might pick his brain a bit on this PathfindingLagFix stuff
#dev-general message
โ
tripwires are fine
also while im here
do tripwires have like shrapnel or line of sight damage
update, only seems to happen in multiplayer
btw an option to disable the zag cams and funtional moniters would be nice
they EAT my fps XD
Btw when do you think yall will have an update for that? I've only noticed crates and baboon hawk nests not despawning so far but I'm worried about enemies too
should be pretty much the same as landmine explosions, which require line of sight
while you're in the start tile you mean?
ye
I'm not at home rn but I should be able to push something in a few hours
didn't get the chance to test it properly before bed
gotcha, then sure, I can add something to limit the renders at some point
Im still looking into the issues I had last night where it was crashing
yeah, haven't had a chance to look at the pack or try repro yet, but I suspect it might be some sort of conflict
I've only heard of a crash in one other instance on Black Mesa recently, and it wasn't during landing
most likely, strange that I doesnt happen in single player
yeah, not sure why that would be
usually crashes are Unity runtime bugs so it's often not easy to find a solution
I'm assuming you still haven't gotten a dump in that directory?
nah, when I say crash its not like it closes itself, it just stalls forever and then windows says shit aint workin
I usually let it just wait but it never unstalled
ah hmm, I see
I haven't had any issues with updated Loadstone
I was using it when we played on Black Mesa 3.0.2
I did notice something weird going on alongside it but it never locked up fully
yeah, I never had it permanently freeze but I need to look again at what's going on during loading
Cus I'm using the Beta build of Loadstone
stable atm, was debating using beta after I swapped off nightly
It's possible Adi didn't migrate something over properly when updating Stable
Try the Beta version and see if it works okay
yeah, I assumed that it was the same as nightly but since the change over it felt like something was off
I haven't tested that theory yet though so take it with a grain of salt
I gotta do a deep profile and see what's locking up the game during load
Yeah Beta is the new replacer for Nightly, Stable should just have the important changes moved over
just checkin is async generation still dangerous
No it hasn't been for a very long time
It's only a problem if someone is using it in a pack and other people don't have the mod
yeah looks like you all were in line of sight
the radius is quite large since the tripmines sometimes placed in fairly wide areas
kinda matches how they are in half life too iirc lol
Ah yes the lasers
๐
ah ok so it is larger than a landmine
fair
In half life the boom radius is actually that big or bigger funnily enough ๐
i just thought of something
would it be possible to do periodic VOX announcements in this interior? kinda like how the AI on Wesley's Gratar does announcements occasionally?
i found a video on all the VOX announcements from hl1 and thought about gratar again
I plan to at some point๐
awesome
cool thing with those is that each word for Vox system are all separate sound files
so you can make custom vox annoucements by chaining them together ๐
@pastel magnet pushing out a fix for the despawning stuff
sankyu
Is this mod stable enough?
Yeah. It can still give some minor lag but so far its been pretty stable and fun to have back. Watch out for the new [Redacted] inside....oh oops seems I'm not allowed to spoil it ๐
Yeah sure. Can I get the link?
I'm making a modpack that makes each moon have their own interior and this one would be nice to include lol
You can find interiors and moons in here: https://docs.google.com/spreadsheets/u/0/d/1DIMxtYa64d8WkFnRGXLcx6Pi16bwTwHp69r8PUUo39o/htmlview?pli=1#
Black Mesa: https://thunderstore.io/c/lethal-company/p/Plastered_Crab/Black_Mesa_Half_Life_Moon_Interior/
Ooo I didn't know about that google doc :0 thank you
do you think you'll add kite's Zeranos Dungeon since it generates differently than facility and they plan to add more rooms?
what what
๐ฎ @winged wasp can you add it? I cant rn
Iโll add it to the WIP section
Nutkicker? ๐
honey feeder was never announced ๐คฃ
Its been announced a while ago
Yea he has that in toystore 
s1ckboy i need you to spend your vacation correcting this injustification
Im not even touching the enemies 
๐คฃ
Stellar Sovereign ;-; ๐ญ
I dont even know what half of that is
can you add bobbit worm, manta ray, diver and marlin to surfaced?
where all the gals?
they entities
let me know when u find the enemies section
Weโll make a Gal section just for you 
thanks
theres no crates anywhere ๐
more unreleased
Mop-o-bot lmao
We only reorganized the other tabs recently so we gotta reorganize these as well
That only needs coding iirc
the fuck is the mop-o-bot lmaoo
good thread you chose for this
That was an idea I posted randomly and in 3 hours we had a rigged model with a polished concept, good sketch etc
Even an animation
True
Thats how they are yknow everything is about Code ReZort
๐
@north thorn So uhhh I died to an invisible trip mine in the Xen section of Black Mesa
lol good timing I just opened the stream
Pretty sure they're not supposed to be invisible
nice
wait what
oh wait did I forget to update the plugin version this whole time? lol
oh boy
I woke up and saw this and thought of the manifest first 

stuck here forever
nevermind my bro gained sentience and started walking away as i look at him
was he not able to move in further if you looked away briefly?
no hands
uses its feet
no hands
||but yes head||
yeah I looked away and he kept moving in place
I looked away for longer and he kinda just. walked away?
or atleast probably tried to path to the room to the right of me since I'm hugging that wall
I'll see if I clipped it but I most likely didn't
huh, that's curious, I'll have to try and see what the navmesh is like in there
gonna be pushing a minor update to increase the scrap spawns and push a few asset-side bug fixes we've been sitting on for a little bit
scrap spawns relative to other interiors seemed to be quite low, but we'll see if I overtuned it after this
my current goal is to have about 1-2 scrap per room now, and then we'll see how it feels
spawning the interior on other moons should now also give you better (smaller) size results if you want to do that (although it's not currently something we really test for)
Black Mesa v3.1.0
- Increased the scrap counts significantly to make finding loot more consistent
- Scaled down the interior size on moons other than Black Mesa
- Reduced the volume of the intro and elevator jingle audio
- Fixed lockpickers appearing very large on certain doors
- Fixed enemies being unable to open doors in Quarantine
- Fixed thumpers getting stuck on metal doors and spamming errors
yea pls more scrap haha
no more comically large lockpicks :(
sorry for the secret nerf :(
wait
wheres
plastered

Daaaamn
did alwayshearactivewalkies ever get looked at for this moon
iiiii don't remember. could've sworn i saw somethin on friday but yeah i'll check tommorow
tested with a duo and it seems to work
Hello ๐
Dont know if its the right place to post this but :
We really like your map and we play it a lot with a friend.
Only two player could be harsh sometime but the map is gigantic and we run out of time quite a lot to get back the loot we want.
We try to modify the "General Settings - Day Speed Multiplier" to 0.8 to get more time, it seems to work but it skip some days in the countdown, the first time we launch it skip from 3 days left to 1 day left when we are in orbit
We are quite impress at the speed you add new things over the course of only 2 month !
yeah that is a vanilla issue where if you modify that at all then it it skips days and sadly LLL does not support having longer days or else I would definitely make it longer on my moon :/
There is a mod that lets you change day speed though but I forgor what it was
Thanks for your quick feedback @uneven stream ๐
Happy new year and keep up the good work on your map ๐
We could play it full session back to back without issue !
Glad you like the mod! Zaggy and PureFPSZac have put in SO much work to make it as polished and good as it is currently, very thankful for their help on the mod ๐
For the record, Lategame Upgrades has an upgrade that slows day progression.
to really give you time to explore this beast of an interior.
the way I've dealt with this is using this mod
I set the time using LLL down to 0.75x and this mod makes it so you have the full 3 days
Very nice ! The only mod i found before was globally change, and now i can only change on moon by moon ๐
Thanks for your help @solid moth !
Is it safe to try to spawn the barnacle on other moons with configuration? (and is it referenced just "barnacle"?)
It doesn't have any actual spawning. They are all manually placed prefabs, not actual enemies
At some point we'll probably make them real enemies
does the newest black mesa version work with older dungen generation plus versions?
the newest DunGenPlus.dll is flagged as malware on virustotal so I would rather use the older version thats not flagged
That doesn't make sense. I just submitted the latest dll to virustotal and it wasn't flagged
that was version 1.3.3
weird
the DunGenPlus.dll from the scarlet mansion core mod showed one antivirus as something something malware
I dont remember the exact name
The one I scanned is the DungeonGenerationPlus API
hmm
definitely strange if you're still getting that result
๐คทโโ๏ธ
Yeah they were talking about DungeonGenerationPlus idk tho havent seen that issue before
I only asked because it's not clear to me if they are downloading from the official source by saying the name like that lol
if they didn't download from the DungeonGenerationPlus package on Thunderstore it would not surprise me if it was illegitimate
Weโve seen antivirus softwares mislable mods for malwares before, but yeah if they download it from somewhere else then its another discussion
indeed
only issues I've seen reported like that have been with burst code though
still, could just be a false positive that got reported
would be good to re-run it @opal night considering that someone else got a diff result
I don't really want to provide support for an older version of DunGenPlus, as there have been a good few issues that have had to be fixed before it was stable alongside Black Mesa
it may work, but it would take a fair amount of time for me to just determine which versions might be supported
Thunderstore
I see, that's odd then
right, but the only way that changes as far as I'm aware is if someone reports the issue to the vendor that flagged it
Itโd be best to raise awareness in https://discord.com/channels/1168655651455639582/1268936081106141318 tho, dev could look into it
in general I doubt that mods that have been this popular and stayed on the page for so long would contain malware
Prob false positive
but ive downloaded one mod a while ago where after downloading windows defender went full haywire
since then I am a bit more cautious regarding mods in general
Windows Defender is notorious for being overly cautious
The one that comes with this mod as a dependency is 100% not a virus
Windows Defender doesn't like anything that modifies core data, which mods tend to do
@opal night if the problem consists, let me know

