#[v81] Half Life Black Mesa Moon + Interior
1 messages Β· Page 8 of 1
I also tried to send you a joke message about the miners of the bc word but the automod shot me down
This is the first time I heard of this
Well it "removes" the network generation by equally distrubuting tunnel paths (on main interiors)
Which is fine, but imo it kinda ruins the sense of being deep inside the building
and after installing it I didnt see the mineshaft a single time
Later tonight I can see if I can replicate that issue. But in case I don't, can you send me the mod list
My mod should never be modifying the vanilla interiors. Though admittedly this was tested before the mineshaft was implemented
Lol don't worry. I'm a normal dude it cool
I honestly thought that was the entire point of the mod was to balance out the paths instead of having one main direction to go
as posted in the descritpion
I think this on me honestly
Placebo effect be crazy
It's for interior devs
I mustve just gotten very unlucky with interiors earlier then lol
The mod states of the second line
This mod is for interior modders to add to their projects if they so desire. By itself, this mod cannot improve the dungeon generation of vanilla dungeons.
01943427-ce02-8444-7bea-c80a704350c0
The only remaining issue is that the mineshaft seems to be unable to spawn, even at the higher odds ive placed it at. Ive set it to about 50/50 with the facility on nearly every map and havent pulled that interior once. Only reason I think it may stem from your mod is because this only started happening after the black mesa update (which included dungen plus as a required item)
would be incredibly bizarre to me if that was related to either mod, DunGenPlus doesn't touch flow weights afaik
but if Raphtalia can repro with the code I guess we'll know one way or another
all good
again, I don't think you would have purposefully made the mod trigger such warning lol
I had been using it a while ago when I played LC more often and it's really great, don't get me wrong
Whats the config name for this?
LLL
yeah, a few days ago it took a decent bit to land
It wasn't 2 mins but took a bit
but it was quicker the following landings
huh, might have been unlucky seeds
I would be interested to have a profile code and seed if that happens again though, especially if it takes minutes
that definitely shouldn't happen
I've never had it take more than 10 seconds
worst case
usually it's like a second or less of actual freeze with loadstone
maybe I should try experimental loadstone?
I don't think you should need to? I wasn't running it when I played today
just stable
not even sure if DunGenPlus is working on experimental, I think maybe the mod guid changed and compat patches stopped working, but I haven't kept up to date on that
nice, that's good to hear
Finally got to check this out ingame last night. Really great job you guys
Is that vent stuff as annoying as Iβm imagining it is
In what way?π
I couldnβt fully tell but it can connect between different tiles ya? Or is that one big tile
Also shoutout the red light behind that one big fan. I see you
There's an intersection tile and a larger intersection tile, we plan to do more but those will be a bit more ambitious
they can only spawn off of tiles that have a vent connection in them, they act as an in between tile
Unless you are talking about the vents under the super warehouse (the really large warehouse tile) that's part of the tile itself
Heard heard π
Glad you got to check it out liked it Batby!
And yeah those vents are just + shaped but hide the unused parts π
@north thorn just wanted to confirm something, in basegame landmines cant explode from being shot, yeah?
need to sanity check confirm what we talked about
si
shotguns and landmines are stupid
and i think the other hazards are also stupid since they dont make use of IHittable
like the shotgun GETS IHITTABLE, AND JUST USES ENEMYAICOLLISIONDETECT
zeekerss i beg you
@pastel magnet @north thorn getting fixed next update
next lethal update?
ya
That is so sick
if i had requests for zeekerss it'd probably be a bunch of mini requests
stuff like "put the spike roof trap hazard on the maphazard layer please"
I really try and pick my battles with what I @ him about for that kinda reason lol
yea
oh it would be so nice if landmine used IHittable too, think that's another thing i noticed
I would love it if items that have no item group didn't just spawn in any item group, makes custom spawn locations for specific scrap not really doable without all custom scrap or some script
sorry but would ruin all modded scrap right now :/
Oh I guess you're right π¦
it does
unless lethallib was updated to handle that
ill recheck rq just incase im crazy
nope it doesnt
it inherits ihittable
for only hitting it
but not for dealing damage
huh
it actually caused his SpawnExplosion function to be really complicated
ohhh i see
i tested your mod pack, and i was able to load in mineshaft just fine
can u refresh my memory on the problem here
in my head im like cant you just make a custom itemgroup
wait wait @vapid pendant am i reading this correctly
items that have no item groups can spawn in all item groups
is shotgun gonna use IHittable?
including custom ones
ye
You can, but then most of the vanilla scrap just spawn in your custom item group. Even if you don't want them to
real Zeekers W
seems like something a JLL/LethalToolbox could lowkey fix
wait, does shovel use IHittable too, I forget actually
My current planned solution is to just have all custom scrap and have no vanilla ones
But it'll be a lot of work
that one's actually fine
it's just landmine and shotgun
and maybe spiketrap
turret makes sense cuz its just meant to hit players
code probably isn't too bad here maybe
Yeah Zaggy was thinking it might not be
yeah spike trap is hard coded to just kill instantly and doesnt use ihittable
bro i must have been mega high
everyday
I didn't code my scarlet doors with IHittable so at least the shovels could recognize them

I patched both the shovel and shotgun to do a raycast when really only the shotgun needed it, God I'm such a bad coder
i made an AI that doesnt use enemy, player, etc code, only ihittable, and had to patch the rest of the game to make anything that harms the player normally also harm that AI, hence why i know that spike traps, turrets, shotgun and landmines are the only things that dont use IHittable properly
also misc changing the layers of maneater and spiketrap to make em work better
The shit we do to make funny mods
have u seen the puppets i made, so funny
I love puppets, shows me
ill take a video in a sec
oh very cool
glad to see that change made
dats cute
the fun part is spawning 20 of him and getting 20 dolls following you
this is the content we truly needed
wait the one with the suit 
there's a lethal company suit, a zort suit, a duck song suit, a redwood suit, and a shockwave gal suit
they're beautiful
Do I need to manually add the dungeion interior to teh moon?
I've gone to black mesa moon twice yet have yet to see the custom interior
Any chance you can share a log? It should just work
Could entirely be my fault. Some mods may not be fully up to date
0194593d-be35-132d-8a52-27e4addee724
@north thorn Any idea what could be causing the Diffusion profile not to load? ```[Error :Black Mesa Interior] Diffusion profile mappings were missing
at BlackMesa.Scriptables.DiffusionProfileMappings.Apply () [0x00008] in <a37e746df9a048339525a3a429c5ced8>:IL_0008
at BlackMesa.BlackMesaInterior.Awake () [0x0024a] in <a37e746df9a048339525a3a429c5ced8>:IL_024A
at UnityEngine.GameObject.Internal_AddComponentWithType (UnityEngine.GameObject , System.Type ) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000
at UnityEngine.GameObject.DMDUnityEngine.GameObject::AddComponent (UnityEngine.GameObject , System.Type ) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000
at BepInEx.Bootstrap.Chainloader.Start () [0x00000] in <fe49c90fe8e24102b42489c11910c71c>:IL_0000
at UnityEngine.Application..cctor () [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000
at UnityEngine.NVIDIA.GraphicsDevice.CreateGraphicsDevice () [0x00000] in <8b7c6f2080284d638f016bf77f9ad0ca>:IL_0000
at UnityEngine.Rendering.HighDefinition.DLSSPass.SetupFeature (UnityEngine.Rendering.HighDefinition.HDRenderPipelineGlobalSettings pipelineSettings) [0x00000] in <b8abf62aeac646cea5c5cde032ff9314>:IL_0000
at UnityEngine.Rendering.HighDefinition.HDRenderPipeline.SetupDLSSFeature (UnityEngine.Rendering.HighDefinition.HDRenderPipelineGlobalSettings globalSettings) [0x00000] in <b8abf62aeac646cea5c5cde032ff9314>:IL_0000
at UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset.OnEnable () [0x00000] in <b8abf62aeac646cea5c5cde032ff9314>:IL_0000
That would be my guess as to why the interior isn't loading
Failed to initialize plugin types serialization fix
our check for plugin types serialization doesn't work right for whatever reason
I think maybe I need to make a serializable object instead of a ScriptableObject to check it, but not sure why since the DiffusionProfileMappings are also ScriptableObject
@lone rain use this config for FixPluginTypesSerialization
you need the cached addresses
Perfect, I was just about to ask about that
I'll see if I can come up with a reliable test
lmk, I can try doing some tests too
also @ashen aspen any possibility you could submit that PR to https://github.com/xiaoxiao921/FixPluginTypesSerialization sometime soon? it'd be nice if this issue could be fixed properly
although I suppose fixing it doesn't necessarily require the fork 
Fixed it π
How is it that I've not had any issues?
lol
if you already had FixPluginTypesSerialization installed before Unity changed their servers to not accept HTTP connections, you would have no issues, as you would have already generated the above config
it fails to download the Unity debugging symbols to look up function addresses in the Unity player executable
the reason that it tries to download them is because the config doesn't have the cached values
When did they end up changing it?
months ago at this point, but I don't know exactly
I only have it cus LLL added it as a dependency a while ago iirc
Actually I've had it since before that, CSync made it a dependency first then LLL
Any eta on when the fixed build should be reaching Thunderstore?
βΎοΈ
the package that everyone uses is owned by Evaisa, and they are away from the modding scene afaik
so if it will be fixed, I or someone else on the community GitHub will have to set up a build system around the original GitHub repo that it was forked off of and publish it
the version that is on the original repo will work, as it has the cached values stored within the actual assembly instead of relying on the servers
for some reason Evaisa removed that
Or hopefully get a hold of Eba somehow, I mean she did return from the dead randomly to publish a pr for Lethal Things recently
I pinged her when I found out about this and heard nothing
maybe I should've done it in DMs but I don't know her lol
Yeah dm's might be more likely to get a response, she might have this server muted these days
from my perspective it's better to just set up the community repo regardless
we need this to be maintained, as it's pretty vital for custom content, or at least for those that do more advanced stuff
(and it wouldn't surprise me if that includes JLL)
Ye
pushed a fix to github that allows it to check it properly
my fix is actually doesn't work sadly
i would just recommend to update the mod with corrected config file
oh wait really?
yeah
so does that mean that the Unity HTTP API isn't available until after the chainloader finishes? or what wasn't working?
yes
and the patch can't wait until chainloader finishes either?
I guess that as soon as mods start loading assets it will matter whether the patch is applied...
we cannot patch before mods are loaded with unity, because unity requests valid assembly names before loading main initialization
ah, I see
so yeah the only thing is to hardcode the method offsets
that's unfortunate
would be nice if the Mono runtime setup they have actually worked for HTTPS lol
at some point I'll just have to make a repo to publish the version from xiaoxiao921's github, that has the offsets built in so it should work out of the box unless people replace their executables
well unity removed https support from mono
and just redirect to unity api
probably to support android or ios idk
lmao what is this chaos
playing casually π
hell yea we love that kind of chaos in LC
Hello π
Just a little issue, sometime when i drop loot on the elevator it disappear and only my friend can pick it up.
It seems that I drop item too fast but i'm not sure ^^"
(Also it seem that every time it happen i'm not the host of the game)
What version of the mod are you on? The newest? Whenever I've played with my friends we can all see the loot dropped on the floor of the elevator and it seems fine so I'm curious what could be going on here 
yeah that seems really odd, I don't know what would cause that intermittently
if we had some colliders in the way maybe, but I'm pretty sure I fixed it up
would be curious to see if you can repro the issue consistently by dropping items in the same spot
Hello π
Sorry for late response, yeah not sure how to reproduce but we use kinda a lot of mods π
It's rather consistent has far as I know its when you are not the host
If you wanna try its the "Everyones Modpack" available on thunderstore
(It's kinda outdated we have like 36 update available, but even with the update it still happen)
is LQ known to cause desyncs with this interior? me and my friends use LQ and i adjusted the map size multiplier, so far all 5 of our visits have been desynced
wondering if theres been any other reports of this, if not maybe its due to something else
Not that we're aware of
ah interesting maybe its due to something else ive got then
weve got a lot of mods so we kinda expected some weird incompatibilities
Try setting both LQ and LLL with the same rarity
I had this issue before (a while ago) and that's how I fixed it
maybe im crazy but i dont think i see map size multiplier in here?
Only set the spawnrate of the interior
eh? but its the same interior for us all its just desynced the generation
or can desyncs still spawn regardless maybe im just confused
i havent touched the interior spawn rate so it should be 300 on both
if map size is being modified by LQ and configs aren't 1:1 on all clients desync can happen i think
LLL needs to have better safety in that regard
thats what i thought at first but i havent touched configs in a while and sent the pack to them several times so they should be 1:1
unless its still not matching them up despite them receiving the pack
which would be odd but i guess that might have to be it..?
whats odd to me though is so far black mesa is the only map we have had desyncs on, despite other maps ive also edited the map size multiplier
That's because this is the moon configuration, not the interior
which i dont think is the fault of black mesa, probably some weird specific incompatibility
yeah i checked the interior too but didnt see map size multiplier
Oh the multiplier the for the moon for the interior? It's 2, there's no way to configure that with LLL. I know Central Config can do that
theres "minimum/maximum dungeon size multiplier" but i believe thats the interior specific dungeon size multiplier
Yeah that's for the interior
yea
maybe i should just avoid touching map size multiplier but adjust interior dungeon size instead
for the multiplier for the moon, idk if LQ can edit it or not. I've never really used it
in theory it should but i havent done enough testing to confirm it actually works or not
or if it causes any issues
the way LC generates the map has a multiplier which affects all interiors, then each interior can have a separate multiplier
it considers both
so if you think a specific interior needs smaller generation to be balanced you can individually set it on each moon
π€·ββοΈ If I were to give my recommendations for configuring stuff, I'd recommend just using LLL or CC
instead of just adjusting the map overall, which just affects all the interiors so it doesnt really "fix" the unbalanced interior
im not sure how complex CC is but LLL is far too base level for me, way too bare minimum
buuuuut i may keep the dungeon size part in mind, ill try removing the LQ config on this map for map size and see what happens next time we play
maybe just adjusting factory size instead will work
CC does mostly everything, doesn't let you edit spawn curves tho. The nice thing imo is that it's all in a normal config file and has the some nice qol stuff for copy and pasting from a spreadsheet if that's your thing
oh wait its the ingame one, yeah ive used it before but its still a bit too limited, and VERY slow to use ingame
it was nice i just prefer LQs layout in the browser editor
I never noticed, but tbf my pc has really good performance with LC
it might run better now but it took like 3 minutes to be able to edit anything after startup
i have a large modpack maybe thats why
not sure
but yea LQ is instant and you can edit curves for everything, i dont think theres anything you cant edit if im not mistaken
iirc CC also cant edit spawns in any complicated manner, or outside the "intended" place they spawn
It can
with LQ i can make spiders spawn outside and stuff like that
oh really?
maybe its updated since i last tried thats neat
you can also spawn things based on a ton of factors
like weather
or what the current interior is
oh cool
If you wanna spawn inside things outside, you just need StarlancerAIFix
yeye i just dont recall that being a feature at all when i tried it
though granted, that was like maybe a year ago
well maybe not a year
but its been a while
It's been a feature the whole time π I beta tested it, so idk what you're talking about tbh
π
@uneven stream I donβt know if it would work on this interior but do you think you could try adding mimics? I think they would be very nice on this interior. Thanks. https://thunderstore.io/c/lethal-company/p/x753/Mimics/
Sadly with how our fire exits spawn we can't just add mimics, it'll be a lot of extra work. @knotty grove weren't you working on a patch for mimics?
I made an API so it's not as painful to add mimics
but you still have to design your geometery around mimics there's no way around it
So no patch for the non-blocker mimics? That's our main issue, cutting out holes on every fire exit spawn is just too much with 120+ tiles
Hmm, let me see what I wrote. It just checks fire exit locations it doesn't matter where you place them.
The cutouts were the deal breaker. Otherwise we'd love to add them
Ideally mimics would use some cool 3d texture and/or rendertexture stuff to comprise on the effect and it not actually use that space
ahh ye, mimics are completely based on doorways
i can consult with the modman and work on the API again so it doesn't require a doorway
but not at this time
That's fineπ if you end up getting it to not require the doorway, please let us know. We'll gladly add mimics support
Why donβt they just spawn where fire exits would normally spawn?
it's just how mimics does it, since LC puts their fire exits on doorways
But black mesa doesn't, which is the issue
no rhyme or reason, just how it happened
tldr there needs to be a rectangular doorway shape cut out of the wall that the mimics get placed
since when you open the door the mouth comes at you from far away
mimics need to have that hole cut out from the walls as it is actually a big rectangular cuboid space that stores that mouth that comes at you
Oh my goodness is that plastered
I thought you died in war
You haven't visited this thread in 30 years
I have been dying in coding war T.T
People thought you were a myth
where's this sympathy with me Zork
I have been in the land of Minecraft AI coding for Cobblemon https://youtu.be/x9vngdmrB9I
This is a very rough example of some experimental AI brain tasks running on wild pokemon that are parents of a nest. They can detect when their eggs get taken and go on a wider patrol to search for them and if they see their egg on the ground they will grab it and take it back to their nest or if they see a player with their egg then they will ...
"Headcrab? Nah bro there's no one by that name it's just the creature from half somethint" is what they'd say
T.T
yes
I change my nickname too often 
xuzorkgaboc
Your sympathy comes when you make a good mo- 
That's my name, don't wear it out
i can't threaten you since this ain't my thread, you live this time

someone needs to port Kotlin to the CLR so that Jeff can finally make an enemy himself
this guy is making all this crap in Minecraft and then when he has to write something for LC he's like a fish out of water
Yeah I was looking at his videos and thats literally one of my enemies but minecraft π, like he can do it
I'll believe it when I see it π
:3 (it is the worst ""compiler""******* that has ever been made)
oh? is that your project and/or is it somewhere online
I'm always curious about stuff like this even if it doesn't work very well yet lol
yeah it's a start lol. if I remember correctly the last major road block I had was getting dependencies working. it's not online anywhere lol
Hahahaha
It is far less scary for some reason lmao
Minecraft modding makes more sense to me than LC modding T.T
yeah at this point Minecraft probably is a lot more usable to be fair
I'm from the days of Minecraft modding where there was no real support for mods in the game in any form
and I always wanted to do fancy fun stuff
so I had to learn to read obfuscated code very early on
minecraft modding has come a long way but thats also because its had something like 15 years to mature
this game only been out for <2 so we haven't quite gotten there yet
last time I worked on a mod for MC was probalby over 10 years ago
same honestly
not really lol, just the bare minimum to get a hello world
it is i just don't have time lol
gotcha
still a fun thing to try, hopefully you can continue at some point
I haven't ever really gotten into writing languages but watching other people working on it, I bet I would enjoy it a ton
if you wanted I could make a repo and invite sometime tonight so you can personally see the horrors lol
hmm I mean I wouldn't be opposed to seeing what's up but I don't know how productive it would be lmao
I haven't used kotlin myself tbh
still, could be fun
alright i sent an invite, i don't even know if it builds in it's current state lmao (im also going to stop polluting this thread now :3)
Hello, fellow Black Mesa enjoyers. Recently, I've been trying to nerf some aspects of this moon/dungeon a bit because my crew refuses to go anywhere else. I really love this moon, but to be honest, it feels a little unbalanced. We've rarely found less than 4k scrap per day, which seems really strange. However, no matter how I tweak the Lethal Level Loader settings, the amount of scrap remains the same, and the enemy spawn rate doesnβt seem to change much either. Am I doing something wrong? Has anyone else tried to achieve the same results as me?
LLL content config is enabled right
yes, I have set that to true
I wouldn't have thought there would be anything about Black Mesa that would make it behave any different than any other mod, does such a config work on other moons?
I have tried it change on assurance and on custom sector 0 moon, in both cases scrap value increased accordingly to set rates and price of moon route updated too, but someone when I try to change it same way on black messa, just route price updates
Hello π
What could cause this kind of error :
[08:25:14.8741686] [Error : Unity Log] Main entrance position could not be found. Returning origin.
[08:25:14.8832134] [Error : Unity Log] Main entrance position could not be found. Returning origin.
[08:25:14.8832134] [Info : Unity Log] Main entrance teleport was not spawned on local client within 12 seconds. Locking doors based on origin instead.
Generation error possibly and could be a mod conflict maybe
somehow this interior wont generate inside LLL... it never appears. i cant modify the spawn weight because its not in the LLL config
It must be something going on with your other mods as it should work fine with LLL
Any shot of offering the moon and interior separately?
what would the purpose of that be versus disabling one or the other in LLL config? the moon is quite small, so unless you're trying to use only the moon I can't imagine a big benefit
oh okay didnβt know the moon was small for memory size
in RAM it also should be unloaded by LLL automatically, if you're using 1.4+
I have an odd question, I'm trying to do hazard custom events for BCMER and it requires the prefab name to attempt to spawn them. Is the names for the Barnacle and Tripmine literally just that?
hmm, depends on the way it looks for them, I guess, since they aren't (currently) part of the level's hazards list
they're spawned separately, on specific spawn points
if it looks for just any old prefab, then I think those names should find them, yeah
Ah
That might be why it's still having problems then
I think the terminal said something about there being no function to spawn them
I'd have to run my events again
yeah, unfortunately at the moment they aren't spawned dynamically, since it would take a fairly custom system for both
Good to know though!
Is the next update put on hold rn? I know there were big plans, but there haven't been any progress updates or teasers afaik since the last update and I've heard Headcrab is workin on MC now
yeah nothing big to report just yet
we do have big plans but he has indeed been hacking on Minecraft a lot, and I've been hacking on PathfindingLagFix mostly as well
I see, thanks for the update and best of luck to all of you with whatever projects you choose to work on!
thanks! I'm sure we'll be back to it at some point 
@uneven stream Hi! Sorry for the direct ping, I was wondering if I can inquire to how one of the materials was made in Black Mesa interior
Which material? I think most of their materials are just ripped from the game
Some of the materials in the research halls, idk the exact name for it
the materials here with the folds
Oh yeah those are just translated from the Black Mesa game
Ah rip, I'm looking for a lazy way to do this without sculpting and baking haha
Converted from source to unity osl I believe haha
spoiler for what I'm working on but I'm trying to get this look
I can share the textures and materials if you would find them helpful, but I imagine you'd want ones that fit your walls better haha
sure, I sent a friend request to ya
At the very least viewing the raw files I can figure out how to make a replica myself, more helpful than trying to eyeball it
i just dislike using zbrush π
The long approach I'd take would be sculpting the normals information in a tileable, or drown in nodes in Substance Designer
Either way would take a while, sometimes just grabbing a cc0 texture does the job if it already exists
Kinda sorta why I figured to ask what Headcrab's approach was
one way I can imagine that you might get good results is to use physics simulation to create a high poly mesh that you bake onto a set of textures
but that's pretty involved obviously
should be possible all within blender iirc
been a while since i was in here huh,
unfortunately i have an issue
generation hung on the seed screen
idk if its this mod specifically or something else
i tried it again with LQ because i found the causes of the other problems i was having, and the same issue still happens, stuck on this log
i don't know if its a problem with this interior or with dungenplus, because i think the interior from Eternal Void also used dungenplus and generated fine with LQ
Are you increasing the size of the interior with LQ?
none of the boxes in LQ are checked for black mesa
i did have it added to global settings with nothing checked as a precaution against desync
which i saw in the LQ thread
i'll go get that msg
this one
apparently doing this fixes a desync problem that LQ has
I don't really have any experience with LQ, sorryπ If I had to recommend something to modify moons and interiors, I'd recommend just using LLL or Central Config
yeah i understand
i already do most of my configuration through LLL, i just picked up LQ to change map size multipliers and hazard levels
and i don't want to use CC because it disables other mods' functionality
You aren't changing the map size multiplier on the Black Mesa moon I assume?
nope
i change nothing about black mesa
only through LLL
ok so
i got it to generate correctly with a different setup
What did you end up changing?
by disabling the global settings and modifying per-dungeon sizes instead of map size multiplier
basically having dungeon flows checked instead of map size
and this is only for moons i need to change the size on
global settings are empty and any moon that i don't change is untouched
Nice! Glad you found a fix
this was the first way i saw that fixes desync, so this will be a fine workaround
unless lq ever gets updated again
there are some vents bugging out with no walls, just an fyi. x.x found it last week, forgot til now.
by bugging out i mean, you can fall into the void because parts of them dont load
Is this part of sponge de duping if you're using that maybe? Cus some of the textures look like the ones from the slaughterhouse interior
ill have a look at it without sponge being installed tomorrow.
Just disable de duping if you have it on
in Sponge's settings
ok, will do.
yeah we don't have a lot of vent tiles and I've never seen that in a fair amount of play time, that seems very strange if it's not something else interacting
It's probably just sponge dedupe
This sane thing happened with manor entrance room a bit ago
I would certainly believe it
translation and scale in the black mesa models is a little weird so it makes sense it would be out of place if it got replaced with another asset
tried with deduping off, and it does seem to fix the issue, will let you guys know if i see the issue again with deduping off, thanks
how do you get to the resonance cascade room, i can never find it lol
ya with the meltdown
It's always at the end of the lab path
you'll usually also end up fairly close at one fire exit, so if you check all of them you may find it more easily
each fire exit is on a different path
for some reason, if I have anyone else in the lobby i can't leave this moon. It gets stuck in orbit with the doors shut, and this appears in my friend's logs, but not mine. Our configs and mod list were the same so idk what's wrong and why specifically this moon. Any ideas?
if need be, here's the mod list
Can you send the full logs?
LethalStatsLC, Diversity, GraphicsAPI, BetterEXP and Imperium were off
we closed the game, are they still there or do they disappear when the game is closed?
If you haven't started a new session the logs will still be there
ok, where are they? will have to tell my friend where to look cause it's on his end
Any chance you're using Gale? There's a dedicated button for it. Otherwise they are found in \AppData\LocalLow\ZeekerssRBLX\Lethal Company It'll be the Player.log file
yeah we use gale
Then under File on the top there will be a a button for opening the game's log
alr, will have him send the file to me and i'll send here
Thanks, without the logs we really won't be able to tell exactly what the problem is
yeah fair, not really sure what's happening here. Hoping no other moons do this though, we didnt get to test every last one but as of now BM is the only one to have this issue
It's probably some mod/setting conflict
his log
also worth noting, after he left the game, the day ended, so that's really puzzling for me
Is this the host's log?
no, friend wasn't the host
We need the host's log lol
aouh
i may have to clean it
insanityremasteredfix kinda spammed a hell ton, unless you just want me to send it with that spam anyway. It's all below the important stuff i think? idrk
Don't worry about it, spam is common lol
yeahh... it may take a few seconds to load the file cause of it though lol
It'll be fine
thankfully it does look like the spam started after pulling the lever to leave, so maybe all the important info is above it
I mean my first gut reaction is to try without Insanity Remastered
@north thorn might have a better idea, I'm shocked there's not more black mesa logs
probably. Although im not sure why that would be causing it, still with the mass spam it's possible it might be the issue
we can't try tonight but I'll write it down to test tomorrow
Yeah let us know how it goes
will do
[04:45:36.0040858] [Error :LethalLevelLoader] No ExtendedDungeonFlow's could be found! This should only happen if the Host's requireMatchesOnAllDungeonFlows is set to true!
[04:45:36.0040858] [Error :LethalLevelLoader] Loading Facility DungeonFlow to prevent infinite loading!
interior mod is failed to load
huh yeah, host log looks like it's not printing anything past BepInEx trying to load it
very very odd
@frigid fox do you have any other interiors in the profile? Looks like LLL can't find ANY interiors
not just black mesa
Or is the error when landing on Black Mesa? I don't think I've ever seen LLL not print the moon you're landing on
this log should show up if it successfully loads
I'm heading to bed in a moment though so I can't look further yet
I am just now remembering I had set a lot of log stuff to error/fatal only to look into some issues and forgot to change them back π If disabling insanity doesn't fix it, I'll reload to get the logs with it set to All and resend the log
Also the error is when taking off. The doors will shut, but the day doesn't end, and the lever says "land ship" if hovered over
Just to let you know, there's no performance benefit to setting the logs like that. I highly recommend just leaving them set to all so that way it's easier to diagnose issues
It wasn't for performance, I was looking into a different problem a while ago
Wanted to clear out spam, but forgot to set it back
Still, sometimes the log message you need isn't always an error. This just makes things more confusing lol
Well it was an error, I remember that at least
Either way it has to wait until tomorrow, it's almost 2 am rn
I also can't remember the mod that handles that stuff
Was it asyncloggers or something
I forgot which one I changed those in
async loggers does change the logs. I'd definitely check the settings on it
Same with LLL
Alr, mustve been the one I edited. I dunno if I touched LLL but I'll check it too
sorry almost forgot was playing seven (7) hours of balatro
turning insanityremasteredfix off did not patch the issue sadly
set the logs to All, here's said log
Once my friend is on we're gonna try launching on Assurance with the BM interior so we can determine if it's the moon or the interior causing problems, will update after
Looks like it's the interior, set the moon's interior to facility and was able to leave it without issue
it is probably a mod/conflict
what other mods are you running?
oh nvm I see it
yeah it is probably one of those hundred mods causing an issue for some reason
Was nothing of note found in the logs I sent?
Ogh
I really don't know what the issue could be
I can check my mods, but idk if my friend(s) wanna load fhe game 40 times trying to find out which chunk has the mod causing it
Cause annoyingly nothing happens in solo, it only breaks in multiplayer
in some good luck we know the issue is in a specific set of mods
like, i disabled 10 and immediately it stopped happening so now we just have to find out which one it is
we found it
so ig i'll just turn that off
hey glad you found it!
Yeah, not sure why it's causing it but at least we know what it is now
@uneven stream for some reason leaving the interior and going into orbit with another player causes the game to freeze
Wait
Does the client's game crash
It just freezes
hmm
Without logs reports mean nothing
That really shouldn't happen, unless it's a new issue with v72
Logs would be helpful
I can get logs later today
This issue @wheat shell is reporting is news to me. We've been to black Mesa a couple times since v70 and things where fine. Haven't been there in v72 too but doubt v72 small fixes broke it.
Jori ive been noticing you running into A LOT OF ISSUES lately. I really think you should consider letting me help ya make some changes. I know you were hesitant before and didn't seem like you wanted me to do a overhaul of your pack so i didnt push it, but I think at this rate you're gonna need it. V70 seems to have messed up your pack bad.
Now ive only gone to black Mesa a couple times with clients so it could also be we just missed what ever did break Jori just doesn't seem likely to be black Mesa doing it. Logs are important too as a freeze like this can be related to a number of things including a simple item being spawned in thats broken.
We have not had that many issues.
The black mesa issue is also new, Iβm going to try to diagnose it later today.
Ive seen you reporting multiple bugs some of them pretty serious and game breaking. But let me know. Im offering my time and experience to help you out.
Issues we had with my pack, past 1 and a half week
-
kicking and rejoining causes crash - Figured out it was lethal phones and reported it to the dev, which has released a fix
-
Store not working for clients - Figured out it was store tweaks and had it removed
-
Poltergeist spamming in console - Reported it to dev and update is on the way
-
Sapsucker staying on ship and following us across moons - No idea honestly, but it has not happened since then
-
Black mesa - I hope to figure this one out later today
I know, I also already removed a couple mods you suggested like gnomes, store tweaks, and who voted.
Thats good you've found the culprits to some of those and took some of my suggestions. Just remember if you find more issues I have extended an offer to help.
Now if Black Mesa doesn't reproduce the bug then it is very likely to be an item or an enemy breaking your pack.
we could not find the reproduce, sometimes it would happen and sometimes not. But this is the log from when it happened
Can not view it from my phone. This screams item or monster/hazards issues. Most likely item. Im a try to get it opened.
@wheat shell saw a few errors in the logs.
Ravensaga logs.
Can't remember the second one.
Scaled fall damage.
One that might be the cause. Lethal Things hand held radar. Do you have a mod that spawns shop items in the interior?
May also have to run the debugger tool to check deeper to find the exact cause if it isnt that shop item. But can say though it did flag an error and scaled fall damage drops a few times in there but doubt the fall damage one is freezing ya. Still would look into making sure its working properly though cause it may need updating.
@balmy pine @uneven stream Its the config or another mod because we could not reproduce it in vanilla, it happens 1/4 times here is the last part of the log before the crash happens
also the dead players never respawn
01976175-0375-f169-1bdb-2cc3bdbcdd69
Would have to run actual tests on your pack with a debug mod installed to better locate it.
There is something bad in the pack that when it spawns it soft locks your game.
also if someone leaves the game while dead it will also soft lock the game.
Unsure of what causes the last one I mention, but it didn't happen until after v70 update for some weird reason.
But itβs only on this interior
define "freeze".. can you still walk around? you just never reach orbit? if so, corrupted player data.
if that is what is it, then..
if everyone leaves except host and you reach orbit, then its the host, otherwise, its the person who left just before it reached orbit, whichever player is causing it, they need to wipe their player data, or at least their exp.
and if its not being unable to reach orbit.. then.. ignore me, just had a hunch as "freeze" is a bit vague for me, and seen this before... though.. never seen it only occur on one moon.. so maybe im just spouting off random knowledge that wont actually help :S
gl!
I think never reaches orbit, I had the client go into orbit and have me, the host, die. Then it never got past the respawning of the player, the client said their game froze.
well, the best thing to do would be to test, land, go to orbit straight away, if you dont reach orbit, then try what i said, but if its what i said, it should affect all moons.. except ones where you dont gain exp (like the company), and if its affecting only black mesa, then i guess its not exp.. but maybe something else. i d k
I did post it before if you scroll up. I also posted another message that had a section of the log that was the last couple of line before it crashed.
#1215444909092249672 message
Itβs definitely a mod conflict though because it does not happen when itβs just the black mesa mod
It seems to be happening when destroying objects after leaving
Which is weird because it only happens on this interior with my other mods.
probably more useful to get the crash log and dump
Wdym dump
And I post the crash log before
that's not the crash log, that's the bepinex log
%temp%\ZeekerssRBLX\Lethal Company\Crashes
You just reminded me of something I should do to try and fix my modpacks crashing problem
Thanks I guess? Lol
lmao you're welcome I guess
it's definitely worth having a look at that first if you encounter crashes
BepInEx logs almost never have anything relevant to crashes, since crashes all happen in native land where BepInEx can't intercept the logs before the executable closes
what do you mean by "wiping data"
player data. like player settings, exp, etc, but usually only when one person is the cause tbh
How exactly would i go about that
currently whenever anyone tries to go to black mesa, i get stuck before orbit having taken off and then their computers crash. Only when i manually kick them does it go into orbit, and only on black mesa
yeah sounds like they have issues, i forget how tbh x.x
try going to "%appdata%", going up a level, then browsing to this folder, rename the folder to "Lethal Company Old"
it should be this path roughly
C:\Users\[your username]\AppData\LocalLow\ZeekerssRBLX\Lethal Company
then if something is in there causing it, then when you next play this folder will have regenerated, so your game should work, and if it didnt fix it its somethign else, so you can delete the regenerated folder and rename the odl one back to get your config/etc back
if this doesnt work then ill just have to delete the moon and interior sadly. Its very well made but its literally ONLY this moon/interior that cause this problem, every other works just fine
there maybe a folder in that folder, for this moon, that has bad data? i d k
I think its just cause the moon/interior is broken
i use it and dont have your issue, neither do your friends have the issue? O.o
Oh it happens to them too. Just any time this moon tries to be loaded, its a crashaholic
then likely removing that folder does nothing... either way, only happens for you guys so better to provide details like logs and profile code etc... because it doesnt happen to others afaik x.x
I looked at the logs and they provide nothing sadly.
as i say, better to provide a log and a code so the person who made the mod can maybe spot something ;o
well heres the log and heres the code: 01982629-3ed3-bb09-b01e-e66292315979
a "locallow" folder doesnt exist, neither does ZeekersRBLX...
Yeah sadly i think im just gonna have to delete this moon/interior. It sucks because its so well-made, but it is extemely broken
if you go up a level it should, unless your not on windows shrug
I am on windows and boss level lol
well, then, i dont know why you dont have a local low folder, you surely have appdata for LC. xD its in some folder there.
searched my whole pc, says the files dont exist
its freaking WEIRD man
Minecraft is actually one of the only game files that IS in appdata though so i dont know
Hi, I wanted to play this map with a friend but when we launch the ship the game crashes...
I reset the game and its cache, changed launcher, I now use r2modman but nothing works, I still have the problem.
My mod list only contains the map and a cheat for the credits and their dependencies. (not working with only the map also)
Can you help us? Thx you in advance!
fix you need to put Pathfindinglib to the 2.0.0
I'll hopefully be able to get a fix for that crash out sometime later today
Fix is going out in PathfindingLib 2.1.2
awesome that you fixed it, it was crashing big time for me too a while ago
curious that you say a while ago, although before the update that broke Black Mesa, there was a crash that affected Bozoros that I know of
if you encounter crashes that aren't attributed to anything yet, feel free to send em in #1324682579496144978
PathfindingLib does a lot of stuff that is prone to causing crashes if I do something silly
Is Zeranos compatibility on the table at some point?
not from my perspective, sorry
maybe someday I'll be able to make CullFactory compatible with that, but it's quite tricky to say the least
until then, Black Mesa runs pretty poorly without CullFactory, so I wouldn't want to implement that
also, not sure how that would even work on Black Mesa given how specialized our generation is
no interiors utilizing dungenplus work with zeranos yet so theres also that
it's treading in unfamiliar waters
for sure
I would figure they should be able to work together, but you never know
Zeranos has to do a lot of unorthodox things to make its functionality work
Kk
Love seeing all the custom interiors
I was just curious, cause I was thinking about trying Zeranos with friends lol
The only things aside from bugs and filesize that bugs me about zeranos is that it doesn't choose a new interior flow per floor
It just regenerates the same one over and over
Really? That sounds pretty lame ngl
Yea I wish it was different per floor
But it is in Alpha, I think where it's at is pretty good for proof of concept
Up until recently there were only like 3 interiors that worked with it so now that there's more and we've found that limitation its a little disappointing
Hoping its not a game limitation or something
it definitely shouldn't be
might be tricky to make it reroll the interior though
should be possible if the roll is just reimplemented which should be easy enough
what it seems like is that it does the code for generating interiors + hazard (inside and out) every time it generates a new one, basically repeating the landing process minus setting time, loading scene, landing the ship
so i don't think it would be game restricted especially since LLL doesn't unload interiors in its current state
yeah that makes sense
Just a lil update!
Black Mesa 3.2.0
- Reworked the elevator with a new custom component:
- Elevator now starts at the main entrance level
- Buttons now respond more quickly
- Jingle music resumes where it left off instead of restarting
- Added a dependency on PathfindingLib and SmartEnemyPathfinding to allow masked to use the elevator
- Reworked tripmine explosions to have reduced explosion range, but still kill anything along the laser
- Improved frame timing consistency in the security room
- Fixed an error when a barnacle was deleted through Imperium
frame timing consistency?
before, frame times could vary by as much as 100% I think
basically, I made it so that a consistent number of cameras render per frame so that the frame time isn't jumping up and down depending on which cameras are disabled
would be good to know if people think it feels better or worse, but from my testing, it felt much better to have that consistency
with this update, the number of cameras rendered over time will increase, meaning that the average framerate will be lower, but it should feel less jittery
if the average fps is significantly lower for many people, though, I may make it so that the number of cameras rendered per frame scales with the number of cameras enabled
No barnacle toggle smh π
yeah sorry, it wasn't on my important todo stuff and I had a bunch of other little updates to finish
tryna take a break from working on mods for like 16 hours so I don't burn out when I start work lol
it's okay, my solopack is overbloated anyway so I won't find a place for black mesa for the time being lol
meanwhile, me with 72 interiors
Got damn how much ram do you have
16GB
i just dont run like 20 programs at once
liar
id prove it, but i aint home rn
Black Mesa 3.2.1
- Added LCVR interactions for the elevator buttons
- NOTE: This version still only officially supports v72
I believe for now v73 has to wait for LLL update, but if such an update happens, feel free to ping me (once) so that I can rebuild this for v73 and the new netcode version

I'll try it out as soon as LCVR and LLL has been updated for V73. π
Would be good to know if someone with a VR headset is actually able to hit the buttons, since I don't have a headset to test on myself π
but everything is set up how DaXcess suggested, so π€
I'll go ahead and test this in an hour or so, I've been a bit occupied with fixing FixPluginTypesSerialization for an entire day lol
Interactions work in VR. They don't show up in the interactables debug view but that makes sense since they got no renderer.
yee I didn't add one since the collider was already the correct size, so I wasn't too concerned with visualizing it
thanks for checking! π«‘
73 patch is out for LLL
oh yuh I'll try and see how much work it is to update tomorrow
hopefully all I gotta do is update the RPCs and not touch the assets 
Black Mesa Version 3.2.2
- Updated to support v73, breaking support for v72
WOOOOOOOOOOO
you should probably update your thread title to v73
@uneven stream
Oi
[v73] Half Life Black Mesa Moon + Interior

I can't wait for what comes next
im done waiting
You're pissing me off and ruining my mood
oh weird, when host activates it does it move?
I swear I tested some networked stuff to make sure it was working, guess I'll have something more to look at when I'm home tomorrow lol
yes
for host is completely fine

but only for them? or for everyone?
host = elevator access: granted
client = elevator access: denied
@amber cave you tell them
yes
it moves normally
just the buttons are... nope, you won't drive anywhere unless you kindly ask the host
:p

It moves for everyone, but only the host can press the button
strange, I wonder if the annotation for RequireOwnership is broken
doesn't feel like it should take long to fix once I'm home, one would hope
One can only hope
Could also just be a vanilla rpc that changed if you're relying on that, I saw no errors in my host log from people trying to spam the button lol
hard to say, I gotta look at how I had it set up
I think I rely on InteractTrigger to network to all clients and the host, so we'll see if zeekerss changed some event
I didn't even notice it was broken til I went down it and Wesley went "Wait how did you do that?" cus apparently he spent like 5 minutes trying to make it work
LMAO
I was like "I just pressed the button"

Not just wesley, your whole lobby tried to descend
You just weren't there lol
I was spamming it up to when she pressed it and I assumed that spamming it did it for a sec π
Black Mesa v3.2.3
- Fixed the elevators not being usable by clients
- Bumped the PathfindingLib requirement to 2.4.1 for v73 support
currently processing
Btw just curious since Black Mesa felt like it got framier the 2nd time we got it compared to the first and I remember in the past it got framier as the days went on on the Black Mesa moon itself, do you know exactly what causes this? Is it maybe just rng due to the different tile variations that can generate or is it maybe something else? It's not game breaking I am just curious about it 
The interior is fucking impressive lol
it could definitely be rng, hard to say
I haven't really played long games on it in quite a while to be able to speak to that, but maybe you could note down good/bad seeds to test after a restart and see if the performance is comparably different between
I don't really know of anything that could cause a big difference in perf other than generation differences or enemy spawns, I haven't noticed anything sticking around that shouldn't be when I've played it
Last I tried (on v72) after you changed the cameras in main it felt about the same
I cant say with any certainty since then because I overclocked and now game runs better than it did back then
When I get back in a week I can try it and see if it runs any worse than usual
that would be good to know if it feels like there was any regression
and especially if there's some worsening performance over time specifically on Black Mesa, hopefully that's not the case
I can't imagine there is much that can be done about it, i just think its funny
I guess a blacklist for what enemies can path through vents?? maybe??
Plenty of enemies are fine in Vents, i just think Nutcrackers are fucked because how their LOS works through the walls
yeah, it's a very tricky problem, there's no real way to blacklist certain enemies
we may be able to add colliders that block line of sight, that was one thing that was on our todo list a while back
Is the navmesh area mask small only too?
I forget what it was set to, but we found that some enemies that we wanted to go through there couldn't be included while excluding other problematic ones
tbh I think the nutcrackers going in there isn't the issue I'd like to fix, but rather that they can shoot through it
I'm sure that there will be differing opinions on that, but we unfortunately can't make it so that vents only spawn as alternative routes
at least not without writing our own generator
It would be nice if at some point most enemies are blocked from being able to go in. It kinda fucks the immersion and doesn't make much sense.....except for snare fleas and lootbugs.....or anything else small really.
Especially because personally I have the instinct of going in to avoid or hide but it just gets me cornered.
.....oh! What if there was a small box that triggers a change in their ai telling them to move past it or to move away from it at the openings that also makes them de-aggro?
That could maybe help with both problems at once actually.
i imagine an option for the vent areas to not be pathable for enemies is the simpler solution, you can already cheese some with furniture so using vents to do the same isnt so much a problem
I think the real problem with that though is if vents cut off part of the navmesh, then i guess enemies end up trapped in certain parts of the map
Then again, that happens in most interiors that have Elevators and such so oh well
Yeah but the fix for that is also generally simple. Besides I'd rather risk them getting trapped then they just walk freely through them.
I still think tiny enemies like snarefleas and loot bugs should be a lot to go through them though.
But that would be complicated.
@north thorn Black Mesa is much smoother today so I do wonder if the issues happened to be with the broken Elevator networking before
Apparatus tile lags quite a bit though
I think the real problem with that though is if vents cut off part of the navmesh, then i guess enemies end up trapped in certain parts of the map
This is what I'm trying to avoid, we'd have to make the spawning of the vents much more limited in order to ensure that we don't have enemies spawning in small areas where they can't do anything useful
Then again, that happens in most interiors that have Elevators and such so oh well
We avoid that by having an offmesh link away from the actual elevator for the enemies to use, so it's not a problem
it wouldn't be anything to do with the elevator
apparatus tile having a low framerate might not be a total surprise since it has more lights than most other areas, hard to say though
i see i see
it's definitely not ideal at the moment, but I'm not sure of the best solution within the limitations of the current generation system
if I had all the time in the world maybe I would try to make a postprocess to connect vents up separately from the main paths
It's possible that on some moons it is laggier than others due to all the light sources and shadows as a whole, and on moons it typically doesn't lag on only the Apparatus tile lags cus of that ye
I wonder if reducing the amount of casted shadows would help
I was actually hoping to implement some baked shadows into the tile instead of reducing shadows, but point shadows never worked right for that
I gotta retest on v73 with its updated HDRP
I wonder if we could get a config to disable the zag cams and front office cameras?
they drop a lot of frames lol
They shouldn't cause any performance issues if no one is actively viewing them
I would like to disable them as well tbh
Always take into account the potato pc
Because when I get within a certain radius of them it sometimes cuts my frames in half.
I can mitigate it a little with mods but it only clears up when I get away from it, then everything else is fine.
I could throw something together quick, but I wouldn't be able to test it to make sure it doesn't break anything, so I'll have to see if I have a chance before Sunday
I gotta go on a work trip so I might not get it done before next week
couldn't you set the vents navmesh as "small space"?
Do you also plan to add the sprites for the radar? I was surprised when I noticed the interior doesn't have those
that's not certain enemies, that's enemies that zeekerss has deemed to be "small", which iirc is not exactly what we wanted when we were looking into it
i see i see, didn't know that (i thought it was based on size)
neither me nor Crab have time to do all that at the moment unfortunately, but that was certainly something we've talked about
Well at least for now Universal Radar helps with it lol
Wasn't someone working on a tool for interior devs to generate one?
I think Batby was but that got abandoned a while ago due to him being busy from what I understand
erm, is it possible that belt bags with "tools" found on black mesa in AFTER the ship takes off, cause the belt bag to have bad slots?
I had 2 shells found on a shell in blackmesa... when i got into orbit they were gone from the bag, and the bag is broken (the slots cant be used and i cant press E to drop stuff using bag config)
i can test tomorrow, just asking if its intended those items vanish or not?
They shouldn't vanish, do you know if they vanish without being put in the bag?
I think we forgot to test them with the belt bagπ
i d k, ive been tracking belt bag issues (various) for months, but this is the first time ive actually noticed what occured.. 2 shells, both missing, 2 broken slots in the bag. i will test tomorrow as i say, and ill also test not putting them in the bag too, see what happens..
i think the reason it disappears from the belt bag is because it was not dropped in the ship....
so items put into the ship, are "in the ship" so saved, but those items are in the bag, i am guessing items in the hand/normal slots auto register as "in the ship", but belt bags do not? i d k
(but this doesnt happen to normal scrap :P)
The pre-spawned items are spawned using a custom script, so it wouldn't surprise me if they have an issue with the belt bag
i just would have thought items that are brought into the ship, would all save, even in the belt bag, as other items seem fine.
They don't spawn using the system scrap uses, it's been through a couple iterations because of issues like them having no weight or not saving in the ship. Who knew it would be so complicated to have a shotgun spawn in a specific tileπ
lmao, well, i d k, but i know items are a pain in the ass period, but ill try and see whats what tomorrow regarding the shells, seems my monday is working + testing various bugs day xD
well initial tests show that putting items in the belt bag doesnt make them disappear after leaving orbit... at least not in this one case, may have to try on my full profile, maybe its a conflict x.x
ok, so in my full profile, it breaks 100%
every slot (except the engine) was an "tool" from the black mesa interior.
the shells on the floor are also from the interior.
in total i had 14 tools from the interior
3 x shell (on the floor) - didnt vanish
9 x random tools (shell, pro flash, stun grenade, shovel) - in the bag, broken the slots
1 x the walkie talkie from the security room - in the bag, broken the slot
1 x clip board from the walkie talkie room - in the bag, broken the slot
to replicate (on my profile ,i will share the code if i dont get it occuring on a basic profile too)..
put all the items in a bag..
take out the actual scrap (also from black mesa)
drop some tools on the floor
put the actual scrap back in the bag
leave the moon
PRESS E to drop all items... bag wont drop any.
will test now to see if its the walkie/clipboard in this case (as i know the walkie explodes, so maybe making all the items vanish)
here is the log from this test tho, but i dont see any errors.
replicated again, with just a pro flashlight and a stun grenade, so yeah, rip xD
its fine if your team get back to the ship on time, because you can dump them out before you take off, but in those rushed last second dashes to the ship, this will be a problem π
will try on a basic profile now.
had it occur on a basic profile now too (my testing profile so apologies for the extra random mods xD)
019a24db-8e73-fdd7-0236-bd240ae78959
maybe looking in the bag before i pressed E (after leaving the moon i mean) fixed it, i d k, but its definitly bugging the bag out now.
@shadow plover If you still have your log from that last round where your fps dropped really low it could be worth posting it in here
I would assume something was freaking out for you and Kiszony specifically but not sure what
Maybe you both were haunted by Emma and she couldn't pathfind? I do know I saw a Jimothy struggling to pathfind but if an enemy haunting the player gets stuck it nukes that player's fps
Saw it happen when clients got haunted by SCP 513 before
@north thorn Definitely something I'm sure you'll wanna fix btw, the Jimothy I saw one round was stutter stepping so I assume what happened was there were 2 Emmas that spawned from Wesley's Forsaken weather and they were haunting beef and Kiszony and basically they got stuck somewhere so their fps continually dropped until they reached 1 fps
Not sure why some enemies were having issues pathing but yeah, hope it's easy to fix
Actually perhaps this was why the lag happened
Mischievous Jimothy grabbing Barnacles
@pastel magnet True Jimothy
moment if this is why their games went to 1 fps
lol
Idk doubt it
I've been struggling to repro the lag that I had tbh, it was framey for me and Jacu but Kiszony and Beef just got their fps dropped all the way down to 1
lol
I've went back to the same seed and forced Forsaken weather and nothing
lol
Jimothy pulling a true 
I can't repro this lag as host somehow, I spawned one and had him steal a barnacle lol

your PC too good or hosts aren't affected
Probably breaks the networking for the barnacle I bet
so it only affects clients
XD
and my guess is that the errors are under a try/catch
@pastel magnet I assume this will fix the problem?
XD
pacoito told me to make it be Black Mesa=*0 so I set that up
Maybe, that'd stop it from spawning during black mesa yes
This is why I wanted to see your player.log btw incase it logged anything that the LogOutput didn't lolol
Sometimes the player.log catches some stuff that the LogOutput doesn't
barnacle networking isn't complicated, it certainly shouldn't cause any performance issues even if things are desyncing
Got you I have no idea what happened in that situation
lol
I figured it really didn't like Jimothy taking off with it
it may be some interaction between the way some enemy's pathfinding is set up and the size/area masks in the interior
Possible
best thing we can have is a seed and some idea of which enemy is causing this, then maybe we can get it reproed and profile it
I did see some logs about the Floating Head enemy but if it was caused by that, it would also be caused by the Bracken
the fact that it slows to a crawl is curious though, not sure exactly why that would happen
same ai
hmm
like it uses the exact same AI? or derived from the bracken?
if it's derived, PathfindingLagFix won't necessarily be able to patch it
@mortal silo is it derived?
still unlikely to be the issue, but more possible if it's not running the paths through my patches
Unchanged bracken ai
ah then my guess is it's more likely a modded AI
I've tested PathfindingLagFix against Black Mesa many times since it's a bit of a stress test for that
but yeah seed was this, moon Auralis, weather Forsaken which you can use Simple Commands to force the weather with /weather Forsaken, code used that day was this: 019a2cec-39cc-370a-ff9a-ceb437f6c55b
I think Beef's log should show the enemies that spawned
I'm sure it'll be tricky to fully narrow down to one enemy, but any that are suspicious, you could spawn through imperium in various spots to see if they start to cause issues
it seems likely that it wouldn't depend on player count
yeah that is curious
and another client was fine
it could depend on who got ownership of the enemy
Yeah this is why I think it might have been the Ghost Girl
so if there was a particular enemy that had started targeting the client before it started lagging, that may be a clue
normal ghost girl?
If you look at Kiszony's clip, he was haunted by Emma which is a reskinned Ghost Girl
oh yea I saw it in the wall lol
Yeah I'm wondering if she got stuck
and Beef was the other haunted person
cus 2 spawn in that weather
hmmm yeah
I guess I haven't seen the ghost girl get stuck like that, dunno if there might be some bad interaction
Is that not intended? @mortal silo Everytime I've had forsaken solo I get haunted by 2 of her
lmao
Unless uh
Wait
I might know why, because she is a reaskin I bet 1 is spawned by the weather and the other goes off if the moon has her in the spawn pool
Meaning 2 can exist
Emma doesn't have any weights on moons.. or.. in general
True but I've seen 2 of her multiple times when getting Forsaken when testing on Kiri and I was haunted by 2 of them when checking that seed on Auralis as well
π€
But I couldn't repro the lag
Are you sure you didn't see the enemy and one of the fakes the weather spawns
Oh that is possible
lol
Then uh if it was her only Kiszony should have lagged
I removed some of the custom enemies I had that had spawned in that day so maybe it'll be better next time lol
is it known that the cruiser gets bugged after playing in this interior?
for some reason you sometimes get placed way too high into the air when trying to sit in the cruiser after playing one round
This is believe is due to other various reasons. Ive experienced it a bit now. Basically your character is standing in it instead of sitting. Dieing and reviving usually fixes it. Most cases I've seen cause it was due to getting launched out of the cruiser by random teleportation or bananas from bozoros or anything else that can kick ya out π I could be wrong but I don't fully think its related to Black Mesa. Might be in of the cruiser mods thats slightly outdated and not current with v73. Again I could be wrong about Black Mesa cause I do sometimes run it. I feel ive experienced the bug without Black Mesa installed though.
yeah i have only experienced it whenever we went to a moon with the black mesa interior but i have no idea what causes it or if it is related to another mod
only thing that I think could relate to that is if you get grabbed by the barnacle and that somehow breaks your animation in the cruiser
Oh that would make sense actually. Didn't think about them. Lol.
not saying that's the cause, but if it is, it's hopefully fairly easy to check
if there aren't other factors involved
i dont think that is it (at least i did not get grabbed by one?) i will do some testing on it later
is there a mod that shuffles interiors without affecting this one
like is there an interior shuffling mod where i can blacklist certain moons (basically to make the interior on this one the same each time)
You could just edit LLL's dungeon configs and leave this one alone since by default it should be the only interior for this moon (iirc)
yall probably know already but this mod will need a recomp because of dungen updates in v80
Yup, we are aware π
while i'm here could i ask if yall r interested in converting this moon/interior to dawnlib
Idk what that is haha
my library :p
it has interior hotloading and stuff
Ooooh that would be a big brain zaggy question lol
he wants to but dont got time
i am unequiovically taking up all his time with useless things :D
frick u xu
it's true
also yeah, it would be nice to port over to DawnLib, especially if I can make interior hotloading work, since Black Mesa's interior is so heavy
I'm just afraid of the process since I haven't updated our project in a while and I don't know if that will be needed or not
I also have it set up to test in editor with a hacked LLL build, and it would be sad to give that up
so it might be a bit of a project
Apparently you can test in editor with DawnLib from what I'm told
Though technically we're waiting on Raph for DungeonGenerationPlus for v80 iirc
Really awesome mod :)
I've started working on a Doom 3 Moon/interior and will likely be doing a similar process of ripping maps, cutting them up/splicing them, and importing into unity. Im curious how you went about this for black mesa. Did you use blender or something to make the tilesets or do it right in unity?
Iirc we used plumber to rip all the assets, then everything gets cleaned up in blender (a ton of cleanup). Then we take the cleaned up models and such and bring them to unity where they are turned into tiles. I'm simplifying a lot here and am probably forgetting something. @uneven stream can correct anything I forgotπ
That sounds like what I was planning on
Although im not sure how cleanly ill be able to rip doom 3 maps because the game is so old
I'm sure you can find a guide for it somewhere, people have probably ripped it already for some other mod or something
I think i gotta do it manually with the ancient software from 2009 i found, I didnt have much luck finding any of the maps posted online
Oh god, have fun with thatπ π
if you can get it into Blender it can become really nice
I ended up making a tool where you place lights manually in areas you want to "scan" then hit a button and all selected lights shoot raycasts outwards to select all objects they can see
making it so you can quickly select everything in a room visible and put them into collections
which you can then export separately
then you use the bisect tool to get nice flat cuts
@sacred quiver and @north thorn my Youtube is getting hammered with "When will you update the mod smh" posts lmao
idk even know what needs to be fixed
Sharing is caring
You have a YouTube for your interior?
I don't think we doπ€
just my main YT channel haha
Lol
Well hopefully this weekend Raph might be able to fix dungeon generation plus
If they do, BlackMesa can start getting updated atleast
I'm sure these hyper-specific scripts will have some use for youπ
Lol
Idek what they do lmao
But I'm sure I'll appreciate it when I start working on an interior
lmao those ones are for settings all materials to one sided and also combining duplicate materials
You won't ever need that first one, that's to fix Plastered's own bad mistakes
which can be tedious to do it manually
I totally didn't scour the black mesa project for editor shit to steal π₯Ί
HEY NOW
Im sure I'll find a use maybe probably not
Crappy example of the light room scan in practice
Saves sooooo much time when trying to select things in rooms
Interesting
Pairs better with my other script that you point and click on the screen to place lights
Utilizes the annotation tool of blender but instead of drawing on it it raycasts to that point and places a light there instead
would prob be the best thing to ever come out of doom 3
LOL
take that back >:C
Doom 3 is awesome
I despise doom 3, even as a doom fan lol
one the most boring games ive ever played
keep in mind this is how I rank the classic games lol
(few mods in here but still)
Plutonia is prob my fav of the classics besides doom 64 XD
Hey, do you plan updating it for V80 ?
Certainly, it's just a bit of work to do that unfortunately
I'll probably see if I can do the minimum work to port it today, and then look into doing a proper update to use DawnLib and hotloading later
no promises on a timeline
He promised to do it tonight
Also still waiting on DungeonGenerationPlus to update I think lol
Except for additional tiles and branch simulation, it should be ready for testing and use
My eyes, they BURN.
what the hell am I looking at?
It's like really bad cad
I hope the transfer went well at least.
@north thorn where update? You forgot?
π
I'll enjoy the Moon in the meantime lol
pls update this mod i'm in love with ur interiors T.T
wait so
Any mod using that will work now?
of course with the uh
DunGen fixer
with the reference fixer, probably
fuck yeah
if they have custom scripts maybe not
but thats a 50/50
all the big interior libraries are updated atp
Well then hooraaaay!



