#[v81] Half Life Black Mesa Moon + Interior
1 messages · Page 9 of 1
working on updating Black Mesa now, but also changing over to DawnLib to allow hotloading of the interior assets as well, so may take some time
if I'm lucky, maybe it'll be ready tomorrow
otherwise it unfortunately may take another week if I don't find time during the week to fiddle with it
i don't think so. the owner of dungen+ say the other mod need too update their interiors
damn
ah
Yeah we tried getting it to work last night. Unfortunately we couldn't get it to generate properly so it may still be awhile. We don't know if it's something on our end or DG+, and rn Raph is on vacation so there will be no updates to DG+ for awhile
yea I did a little bit more debugging today, and it does seem like it may not be our issue unfortunately
looks like DunGenPlus may be placing tiles where it shouldn't be, and preventing itself from later filling in the main paths that we require
I'm far from knowledgable about how all that code works, so unless LadyRaphtalia can give me some pointers on where to look/what to try patching it may have to wait till they're back
@knotty grove 
lol check the DunGenPlus thread @uneven stream 

Ik reading is hard🙄
It is
Especially when I avoid going basically anywhere due to the sheer number of pings lolol
I always forget your discord is cursed
how the update is working? ^^
Working great, just waiting on DunGenPlus to update. The update will also have some nice atmospheric changes 😄
Waiting for weird editor stuff to update right? I think that's what you said
We are waiting for DunGenPlus to update on the thunderstore, we're using a modified version to do everything currently
But we have it all working on v80
I'm so curious
there's a few things left to do but DunGenPlus update that we needed should be out now, so soon ™
Should already be out
I meant with the good ol thunderstore manifest delay I wasn't sure if it was available in managers lol
i will wait is the best interiors i ever play
Version 3.4.0 
- Updated to support v81
- Swapped from LethalLevelLoader to DawnLib, supporting moon and interior hotloading
- Increased the day length by 50%
- Improved the outdoor lighting
- Added some custom ambience sounds
- Added custom footstep sounds
- Added the gunkfish to interior spawns
- Fixed an issue that caused generation to take longer than necessary
- Added support LethalCompanyVR's single-pass rendering
that took some doin
WE ARE LIVE
it has been brought to my attention that I done goofed the packaging
fix is goin out now
its so good to have this back
interior hotloading is gonna do wonders for the ppl playing in my profile
thanks so much for the work yall did on this
We have more planned😈
I did, it was tedious and painful. I hope people like it😂
lol, its pretty good
They are all from Black Mesa. I tried to keep everything as accurate to the original
@uneven stream You need to change the version number in this thread to v81 btw😝
can i ask if the interiors of black mesa is locked to perma spawn in ur map even if u have lunarconfig?
shouldnt be
very nice tnx so much ^^
yeah I wouldn't think so, it's just the only interior that has a weight on the moon by default
anything that modifies the weights should probably work, though I would imagine it's probably best to do it through DawnLib
i guess it is a little frustrating to some ppl that you cant edit dawnlib weights without lunar, but at least lunar lets you stop it from touching stuff you dont want it to
idm really lunar is pretty well made
[v81] Half Life Black Mesa Moon + Interior
huh? we have a config for the weights for Black Mesa stuff at least 
I guess adding other interiors to it from non-DawnLib stuff I don't know about tho
Yeah the current Black Mesa config is generated by Dawnlib
Do you know the format for the interior spawning? is it mod:moon=+weight?
Thats my assumption based on how it generated lol
Trying to add the dungeon to vanilla moons atm
just straight the moon name seems to work too, idk if the mod name has to be included
Just moon name works as well sweetttt
Just took my funny moon spawn list from LLL and Find & Replaced :300 with =+300 lmao
can we remove the increased day length in the config ?
ahh that's something I didn't think about, we can add that next update
can't give an ETA though
Might as well add a zag cam removal in the config too for the potatoes out there 
sounds like a you job 
If he can figure it out😂
indeed I kinda figured so
lol
and I assume we can do the same for the day length
the day length thing has a bool on the DuskMoonDefinition for whether to generate a config
im fairly sure it's defaulted to create one, someone must've turned it off
Don't look at me
Wow Zaggy, way to lie😝
lol
I didn't say it wasn't the default, I said I didn't change it lol
will have to check what's going on there later
for creating new configs, there's no documentation on it 😔, but the config stuff is a list in the DuskDungeonDefinition and other definitions at the very top, it supports a decent list of different types
And then there's a component ConfigReader that you can use that runs unityevents depending on the config you give it
the config stuff isn't used by many and ConfigReader is new, so if you have any needs if you use it lmk
ah so we would need our own script to set whatever values we need then I assume
you shouldn't need to
it should just be something like:
- Create the config at the definition
- Use ConfigReader to run an event to disable the functionality of the Cams when they spawn in, disable the cameras or the scripts or smthn idk
right, but an event needs a scripting function to trigger and I assume you don't have anything generic for this yet
based on your description
the ConfigReader triggers the UnityEvent, you just need to add stuff to the unity event in editor
it triggers the event based on what kind of config it is, it uses an editor tool to make it look nicer and not just like 10 unityevents cuz of the different types that are supported, lol
oh if you mean like, what would trigger ConfigReader
it would either be another event from somewhere else, or iirc i put a PlayOnAwake
hum maybe I'm misunderstanding the setup
I assumed ConfigReader would fire the event initially and on change, and then I would need to hook up an object target and method to call
the latter part requires a separate component to do the actual work no?
uhh, there isn't support for the config it has being edited, though i should add something for that
it does fire initially yes
needing to hook up an object target and method to call, you can just do that in editor
did you forgor UnityEvents are serialized?
I'm aware, but if there's no method that does what I want, what do other than make
yes, you'd need to make a method that turns off the zag cams
point is it's not all in editor so Jeff would need help lol
it depends, if disabling the monobehaviour/networkbehaviour is enough to disable the functionality, then you could do that
but otherwise yeah, you'd need a method that's called something like DisableFunctionality or whatever lol
ah, yeah, I suppose I hadn't remembered that you could do that directly
@north thorn I assume everything went well? I know someone else updated their interior mod that uses dungenplus, so I assume dungenplus is good now
it has been working without issue for us as far as I can tell at least 
I would love it if you could look into possibly adding scrap per path👀
It's certinaly possible, just don't know when I would do that
We don't have the scrap made yet so no rush. It would help give me motivation tho😂
@knotty grove I guess we could just use custom item groups to accomplish the same thing. So disregard my request 😅
finally got around to trying this interior again, there were a couple bugs however:
-
only host can interact with the elevator
this is a pretty big one (and one that was fixed in the past but it is back now?), only the host can interact with the elevator controls and even when the host uses it the elevator just does not work for clients at all (host will teleport away as seen in the clip) -
breaking animations
i have reported this before but now i am 100% certain the animation bug i keep getting (zoomed out terminal, floating in the cruiser) is caused by this interior, as it happened for the first time ever in v81 right after installing it again
this might just be a weird mod incompat but this time it even broke the animations of the host for the client (as seen in the video) -
zero value items
i dont have an explanation for this but the interior spawned a couple items worth 0 (could also be related to the moon i only tried this on the black mesa moon itself) (maybe dawnlib?)
as i have not seen zero value items on any other moon before with this modpack i think it is related to this mod in some way (needs further testing)
By chance do you remember what scrap you were finding with 0 value? Was it vanilla scrap or one of our custom ones (cat pictures/xen crystal)?
vanilla
Thanks, we'll try and get these figured out
Glad you liked them 🙂 I plan on adding more ambient sounds to things in tiles and maybe some specific ones for specific tiles
Glad you reported all that you did!
oh yeah one very minor thing the materials on this mesh were flickering (the tile is the big room opposite to the two elevators on the ground floor)
Thanks, just fixed it lol
and i think the sound of the charging station did not stop playing for clients xd
or at played for a bit longer than i was charging it
very minor issue
019e4c6b-4e35-53ef-9316-0ac90f229522
any idea if there's something particular triggering this player animation bug?
some action in-game that is?
i can look through my recording again but it is hard to tell (at least the zoomed terminal bug because you dont notice it when inside)
yeah it's tricky
I can't reproduce the elevator desync locally either
any errors in the log when the clients interact with it?
okay so i was told i was sliding around on the clients screen after the teleporter bug (i went up normally client saw me teleport away)
the only other thing i did in between was interacting with the charging thingy
asking rn
teleporter bug as in the elevator desync?
yes
hmm, curious
client could not use the elevator i used it while they were inside of it
I wonder if it could've been a larger desync
for me they went up and teleported away after a while
the elevator is fine for me, so maybe something interfered with networking more generally
for them i stayed on the ground floor and teleported away
not sure we played a bunch of other moons and interiors without any desyncs
yes
might be worth checking for errors on both sides then
did the elevator ever work properly for you?
I am wondering if it could be an issue with hotloading
lemme try a few things before I give up for now
yes worked normal
client log
i did not see anything unusual that day
host log
no I mean like without desync
across clients
it feels like this could either be a conflict or some kind of condition that breaks things
I just tried landing, taking off, landing again, then using it, worked fine
tried landing, exiting to menu, loading in, landing again, then using it, worked fine
so I'm not sure what the issue would be
no it did not work on any day
i only played this session today with the interior
i only had this problem once pre v81 which was fixed back then
i can do some more testing tomorrow maybe i can figure something out
yeah I'm wondering if it'd work for you the first time you land after launching the game
I could also try repro with your modpack but I don't have a ton of time to do so
Experienced a bug on this moon recently even though it was working fine a week ago.
The log looks like it was trying to spawn a gunkfish infinitely but it ended up that no mobs besides barnacles spawned for the entire round.
Are there any chances that this team will develop a Xen moon + interior for a future project because click's version is way outdated. I don't think it will be getting any patch/compatibility updates?
We have plans to update the Quarantine path to make it more game accurate, which includes lots of Xen related things. No plans for a Xen moon tho, sorry😅
log from that run would be helpful, was it throwing an error trying to spawn the gunkfish?
I have the log output but it is extremely long because we played one session for a few hours. Should I just copy the part about the stingray or somehow upload the whole output? I haven't uploaded a log output before.
Also i saw that dawn lib updated today and I wonder if that would fix the issue or not but i am unsure
Upload the entire log please 🙂
the whole thing would be preferable, if it's not so big Discord rejects it
Sorry, is there any way to shrink this file down, its too big for the discord 50mb limit...
Every time I try to use the thunderstore it doesnt cooperate. I only have the file in a ".log" file which i open in notepad
even though its just a txt file, its 230mb because we played so long.
Just tag me if there's any solution I'll try it. Or I could try trimming the early parts of the doc, idk whats better
google drive works too!
https://drive.google.com/file/d/1iEai6pI579BXkItjEs1MLb8aAVL6FBUr/view?usp=sharing here's the link to the file. The stingray spam is very near the bottom, but we sold at the company building before quitting.
As I said before, it was happening on Black Mesa, and we noticed no enemies spawned when there's usually plenty to go around.
Google Docs
oh a zip would've probably done it, plain text with lots of repeats compresses very well
oof, lots of spam from a body replacement
i can always delete it later but i have space
its never had this issue before so i wondered if it had something to do with a recent dawn lib update, not the most current version
but idk
0.9.22 had issues with enemies
0.9.23 should be fine though

The elevator desync is always reproduceable. The video example is a POV of Host at the top and Client at the bottom.
The client is never able to use buttons in elevator or outside. Never sees elevator doors move.
No errors are thrown when pressing buttons.
The profile is fresh with Black Mesa + Imperium.
Tested twice without any updates for dependencies and with full updates.
we'll have to test it again, but it looks like this test video is in LAN, and that's where I tested it last as well, so I'm not hopeful that this is enough info unless imperium itself is the issue
my test profile isn't quite that bare, but at the same time, there's not a lot in it that should interact with the networking
maybe release profile code where it works, I will look into it.
Yes it is LAN
hmm, yeah, could be worth you trying on your machine to see if the problem happens in my profile 
019e855e-f885-b9f4-32f0-570eb8bb1355
it's been a while since I tested it, so it's possible that the mods have changed, but I or Zac will probably test again soon
when you test again, make sure to grab a recording of the entire process from the first time you enter the menu for both LAN clients, I want to see if there's any order of operations causing this
Zac tried with Black Mesa/Imperium and their dependencies, and it was fine
I have already made another two tries.
Firstly I've deleted the save folder, then created a new fresh profile with Black Mesa and set its price to 0. Launched first instance to the lobby, then launched second instance to join. Got the same results as in video.
Now I've got your profile, installed Black Mesa to it, did same steps and got same results
How long ago it was fine? Maybe I need to downgrade something
Try clearing your modloader's cache, redownloading it, and giving it a test. Maybe gale, r2, thunderstore, or whatever is messing something up
@abstract yacht I guess I should have cleared my mod cache. Now I am having the issue. Even on our own internal version. So thanks for that I guess😂
We'll try to figure this out
Maybe you have never published the working version 
Well our current build doesn't seem to work so something must be borked somewhere
well it looks like I fricked the packaging up 
the dll wasn't NGO patched
I'm shocked that you were the only one reporting this tbh
okay repackage is uploading as 3.4.3
halo reference 
@uneven stream wake up halo nerd its a halo reference
@abstract yacht sorry it took a while to figure this out, I didn't test thoroughly enough when you brought it up initially, but should be resolved now