#Liminal Pools

1 messages · Page 2 of 1

umbral halo
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All good lol

mint basin
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Drako, any clue why this might have occured? (the second error)

I was told it occured on "school" interior, but the error seems to reference "pooluginrooms" which seems to be related to your interior? (unless im very confused)

sorry if "pooluginrooms" is a common resource or something, i just did a search through pool rooms and your mod's source via the thunderstore decompile and it suggested it was only in yours (of those two)

I should add, the line referenced in my mod does Apparatus.EquipItem()
(full list of what occurs is here -> #1216979536931979395 message)

my mod is basically renaming the apparatus and making it ungrabbable, and acting like its been pulled.

I tested with the school interior, no error
I tested with your interior, no error

so im guessing something else caused it, but no clue what 😄

lunar bronze
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As an Apparatus Hunter, this does not sound good...

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I sure hope I'm able to find an Apparatus that doesn't bug the hell out when I pull it.

mint basin
lunar bronze
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I dunno what PooluginRooms is, or if there's any mods that require it, honestly.

mint basin
lunar bronze
#

Uh-oh. Sounds like an issue with the actual Pools...

mint basin
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nah i think i worked out the issue.. but the error doesnt replicate, ill have to check what i do to the apparatus.. but renaming it shouldent affect it, but maybe i disable it.. which may.. still i got no errors when masked did that.

        public void StartAnim(LungProp __instance)
        {
            animator = ((Component)this).GetComponent<Animator>();
            Debug.Log((object)"A\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA\nA");
            animator.SetBool("appTaken", true);
        }
lunar bronze
#

Lemme know if anything happens to you or the Apparatus after you've done this

mint basin
#

ok, maybe the problem is the last line here in my code.. ill leave it for Drako to comment tho xD this is everythign i do to the apparatus.

apparatus.EquipItem();
apparatus.isLungPowered = false;
apparatus.lungDeviceLightIntensity = 0f;
apparatus.GetComponent<GrabbableObject>().SetScrapValue(0); //tainted by the masked
NetworkObject netObj = apparatus.GetComponent<NetworkObject>();
if (netObj != null)
{
    var scanNode = netObj.GetComponentInChildren<ScanNodeProperties>();
    scanNode.headerText = "SabotagedApparatus";
    scanNode.scrapValue = 0;
    scanNode.subText = $"Value: ${0}";
    var lights = netObj.GetComponentsInChildren<Light>().ToList();
    lights.Do(l => l.enabled = false);
}
apparatus.isLungDocked = false;
apparatus.isLungDockedInElevator = false;
apparatus.isLungPowered = false;
apparatus.GetComponent<AudioSource>().Stop();
apparatus.GetComponent<NetworkObject>().Despawn(false);
mint basin
runic sparrow
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I’ll investigate when I’m back from our cabin trip

thorn geyser
#

"adds functional water" that's scary

mint basin
runic sparrow
#

What last line

mint basin
#
apparatus.GetComponent<NetworkObject>().Despawn(false);
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^in my code

runic sparrow
#

Should be fine

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It’s networked

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Again I just think it’s a funky interaction with the event and someone besides a player interacting with the app

mint basin
#

well, either way, its not needed, are you saying though your interior looks at who pulled the apparatus?

runic sparrow
#

Fixable with one line of code

runic sparrow
mint basin
#

thats cool.

runic sparrow
#

I’m using Batby’s extended events for an animation trigger which is completely unknown to me

mint basin
#

ah, i see

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well, its only a 1 off error i assume, not sure its a big deal anyway, i tried with your interior, and no error occured multiple times. so it may not be so forthcoming, either way, have a good trip!

lunar bronze
runic sparrow
#

Stop things other than players

mint basin
#

well it was more for stopping everything.. but now you say that.. maybe i need to re-enable that line so 2 masked dont try.. lmao xD ill have to do that in my next version. oops 😄

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but yeah, players walked up to it, it says grab, but they cant take.
masked, dont take it anyway, they just modify it.

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and as for "why?" because im sadistic and like causing people worry and pain? 😄

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imagine its 2pm, your deep inside, flashlight about to die.. and then someone pulls the apparatus... you all die... and then realise.. none of you pulled it.. it was a masked who destroyed it... and if you play with metldown.. then.. well.. there is the pain.. 😄

runic sparrow
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Interesting

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You might want to throw a time limit on that though

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So that they don’t spawn near it and then do it

mint basin
# runic sparrow So that they don’t spawn near it and then do it

luck of the draw really.. its a bit like the old birds waking up after 2pm.

if you get a masked, that spawns,.. has a personality of "insane" (1 in 5), and is near the apparatus, and chooses to go for the apparatus instantly...

ive heard of 1 report of this occuring in a live game.. and the guy was a solo... so its very rare, ive never seen it outside of testing, lol

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plus people can always turn off the insane personality if they dont like it ;o

mint basin
#

Drako, I just thought id let you know masked cant reach the main entrance on this interior.

Just thought id mention it as I assume this isnt intended as masked exiting the interior via the main entrance is part of their vanilla skill set.

I am adding in code to my mod for stopping them going to the main entrance when inside on your interior otherwise they stop moving if trying to exit the facility, if you do change something to allow masked to exit, please do let me know so i can remove that block 😛

also, the fire exit that is up on the ledge.. is there any way to identify (in code) which fire exit that is? I think id like to prevent masked in my mod using that exit too as they will probably get stuck there as well.

lunar bronze
#

Do the Masked start moving again when you re-enter their Aggro range?

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Also it'd be funny to see a Masked drown in the pools while trying to reach either you or an exit.

mint basin
# lunar bronze Do the Masked start moving again when you re-enter their Aggro range?

in my mod? if you walk into their range they will focus on you, unless they are choosing to ignore you. (mostly deceiving)

the problem is with the liminal pools entrances, is that it seems the main entrance and the specific fire exit i mentioned are kinda cut off from the rest of the interior. so if your standing near them, im not sure they would move unless you were on the same ledge they are... xD not sure.. the issue might be completely with my mod, but this is why im bringing it up as I only just noticed it.

lunar bronze
#

It's probly because they don't have a proper navmesh to those exits

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I notice that I have to JUMP every time I wanna leave.

mint basin
runic sparrow
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It’s an issue I’ve neglected since first release

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I just need to add an off mesh link there

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It feels bad because the thing I hate the most is when you enter the building and explode instantly cuz an enemy was camping the door, but masks do have to be able to leave so I’ll mess with it soon

mint basin
mint basin
runic sparrow
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No

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They all use the same agent except for the spider so they all get the same rules applied to them

mint basin
mint basin
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sorry to bring forward another (potential) issue.

a masked got stuck on this doorway... (meanwhile a thumper tried to shove past them through the door)

they were stuck coming from the side i am on, and got stuck where the red box i drew is, i teleported them past this door, and they carried on their merry way like normal, but before this door, they stuttered around a bit up to reaching this door, then stopped moving at the door, first time ive ever seen that happen, so just figured i should report it.

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oh and this landmine... xD (not really an issue, just found it funny)

runic sparrow
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lol

mint basin
lunar bronze
mint basin
runic sparrow
#

what no fresnel effect does to a mf

long pike
#

Hey there seems to be a bug with the Pool Apparatus, which I think relates to Facility Meltdown. Everytime I pick it up, it gets stuck on my hand, making me not able to interact with anything else or drop it.

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It also extends to other aps I pick up, even outside the pool interior or after closing the game, until I uninstall it.

runic sparrow
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It's something I'm looking into, for now just make sure you have the most up to date version and if it is still buggy you can just disable the mod. I've recieved a few reports of the custom app being kinda buggy, but this is the first I've heard of it extending to other apps

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Do you have the error log?

long pike
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Im not aware on how to find them, not even sure if it registered as an error. It seemed like the apparatus just got reattached to me, since I could still scan it as scrap.

lunar bronze
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I think it's just an Apparatus thing, not a Meltdown thing

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Should the App be given a separate ID from the default App?

long pike
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Egypt moon also creates a custom app. It doesnt suffer from the bug, and works with Facility Meltdown. Maybe thats the fix.

sly obsidian
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The log is in the facilitymeltdown chat

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For us it didnt matter if LiminalPools was the interior, so long as it was installed. When on the company moon to sell, picking up the apparatus triggers the event again

runic sparrow
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I think I know what's wrong, I'll try to get a fix out as soon as I can

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which might not actually be soonb

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Depends on how difficult the fix is

knotty ibex
#

Is there something wrong with the liminalpools interior?

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also I'm back haha

knotty ibex
#

Would rolling back the version fix the apparatus problem? I'll try it later to see

wild marsh
#

Possible
The apparatus was messed with to add compatibility for Lethal intelligence i believe from the changelog

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In the most recent updates

knotty ibex
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that the latest update or a few updates before?

lunar bronze
runic sparrow
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Im coming home tonight from out of state so i imagine it should be fixed in a few days, but rolling back to a version without the app would fix the problem

knotty ibex
lunar bronze
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Indeed. My friend and I get lost in there a LOT

wild marsh
lunar bronze
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My apparatus

wild marsh
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You can just disable personalities you dont like.

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As well as disable the touching apparatus ability specifically iirc

limber lava
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ah, I'd just spent some time reproducing this so I could report it 😅 in case it still helps, here's a log with a couple of stacktraces at the end that happen when pulling out the apparatus. and here's the minimal modpack that log is from - 0192f387-11a4-2d05-698d-019a0c8dac3f, just LiminalPools, Imperium, and updated deps

runic sparrow
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Yeye I know what causes the bug i just need to implement a fix

runic sparrow
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I found the equivelant of the load bearing coconut

knotty ibex
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Idk what that means 🧐😂

lunar bronze
dense pivot
runic sparrow
#

The Claw™

mint basin
runic sparrow
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ur good, it's my app being broken

mint basin
wild marsh
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i recall this before

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hence why i said

runic sparrow
clever steeple
#

fix door collisions while you're at it please thats like the only issue i have with this mod

mint basin
knotty ibex
#

I swear the liminalpools apparatus has the prettiest color

knotty ibex
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By the way, using the meltdown mod, the pool apparatus dissappears from inventory if you are holding it when facility explodes

runic sparrow
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Yep yep

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Will be fixed

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Zaggy helped me out with apparatus coding and stuff so everything related to the app should be fixed with the next patch

knotty ibex
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is the apparatus the main thing or was there other things needed to be patched?

runic sparrow
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Working on a few other things that might also get added depending on if we can get the figured out soon

knotty ibex
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Bet Bet, I hope it all goes well fr

runic sparrow
knotty ibex
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What is Virus?

runic sparrow
#

Who

knotty ibex
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You said Virus

runic sparrow
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No no

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Virus is the person who was doing the masked ai thing in the thread earlier

knotty ibex
#

Ohhhhh okok.

analog iron
#

?modder 192765933058523136

river zenithBOT
#

dynoSuccess Added role Modder to unbox101

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Yay! @boreal bison you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

runic sparrow
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tyty

analog iron
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waah

runic sparrow
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Cooking 👍

glad fossil
knotty ibex
# runic sparrow

idk what is supposed to be cooked in this pic but it still goes hard fr 🔥

runic sparrow
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reflections :)))

knotty ibex
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👀 That is def cooking lol. Looks sick fr

lunar bronze
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It seems like spiders always wanna spawn on this interior and occupy all the important doorways

runic sparrow
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I need to do some tweaking to refraction and some performance related issues, but next update should be out soonish™

shut pivot
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Again, please don't rush yourself dude, make sure you're enjoying workin' on it.

runic sparrow
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I am

shut pivot
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great :3

runic sparrow
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I spent like 12 hours in VC yesterday learning about optimization and stuff

shut pivot
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teeheehee
This is genuinely up there with my favourite interiors, cannot wait for it to make a proper return

lunar bronze
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One of these days, I hope there's a mod that lets employees swim in water, so we can actually swim in the pools.

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That one spiral stairway with scrap at the bottom is taunting me

shut pivot
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Rip Advanced Company

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Closest thing we have is the diving helm from LGU (well it's own separate module now but you know)

long pike
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Lethal Progress also, with the oxygen stat increase

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Well, not swimming, but it helps with not dying

dense pivot
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sadly it does break in multiplayer for me

runic sparrow
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Finally got refraction and reflection to work in a lightweight way that best fits the design. I gotta touch up on a few small details regarding the reflection and a few other issues that i need to deal with and then i should be ready to push. Im not gonna give a concrete day just yet because the last detail with reflection could be a lot more difficult than i think, but if everything goes according to plan it should be a few days or a week or so

lunar bronze
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One thing's for sure, I hope the Apparatus (as well as all other custom Apps in other interiors) gets fixed so that they stay permanent in your ship, even when logging out.

runic sparrow
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All *known apparatus bugs will be fixed in the update

lunar bronze
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Ok good. As an Apparatus Hunter, I am relieved.

runic sparrow
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Theres also a new tile i want to work on but im gonna try to get this update out before i work on that

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🛝

lunar bronze
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Wheeee~!

runic sparrow
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I got around to it

clever steeple
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thank youuuuuu

knotty ibex
runic sparrow
knotty ibex
runic sparrow
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There were a lot of backend things I didn't know about the apparatus so the current iteration of it is really buggy.

runic sparrow
knotty ibex
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Idk how it works lol

runic sparrow
knotty ibex
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It's been there forever so it probably is vanilla. They only dissappear if you reload a save when they on the ship

lunar bronze
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That definitely explains why mine keep on disappearing...

runic sparrow
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Hmm

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Ill test when im home

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My list is getting really really short so throwing in a few misc tests should be fine

lunar bronze
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Test out some from Wesley's interiors

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And if you can, try testing out the one from Synthesis Moon.

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Most others are just custom items with custom names and models, or they are literally just the default App but in a different interior.

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I haven't tried the Archipelago Apparatus or the Cosmic Apparatus from Cosmocos.

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I think a quick fix might just be to change the name and ID of your Pool's Apparatus to have a unique name and ID like "Fluorescent Apparatice"

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(Oh right, and there's a Blue Apparatus in Starlancer Warehouse)

stiff saddle
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Black Mesa's Apparatus should stay in the ship😎

lunar bronze
runic sparrow
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no

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It's a registration thing

lunar bronze
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Unique registration

runic sparrow
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1.0.13

  • Added reflections to water
  • Added refraction to water
  • Added reflections to tile
  • Added configuration options for reflections
  • Added accessibility options for people who can not smell (smeerJ)
  • Fixed door colliders
  • Fixed a bug with the breaker where it could spawn in the wall
  • Fixed a bug with apparatus causing it to despawn when the lobby closed
  • Fixed a bug with apparatus where grabbing it could soft lock your game
  • Fixed a bug with lockpickers not appearing in the correct position on doorways
  • Fixed apparatus room animations
  • Updated some colliders preventing enemies from pathing correctly
  • Updated dungeon scale

Reflections are configurable in the new config file, they are tuned to be efficient, but if you need to frames, disabling them should increase your framerate.

https://thunderstore.io/c/lethal-company/p/theMenagerie/LiminalPools/

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cant believe the embed is lying smh

runic sparrow
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Let me know any bugs and I'll try to throw out patches to them asap

wild marsh
mint basin
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Love the bug fix list ❤️ can't wait to see the new water, hehe 😄

dense pivot
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oh let's goo!!!

terse tundra
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Im thinking about adding this to my mod pack. Are there any good moons that match this theme?

wild marsh
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i like to put this and pool rooms on moons that either are wet like vow/march, or have them mirror desert moons as like a refuge
They dont rly fit so much on snowy moons imo

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but up to you

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Liminal pools is also kinda trippy so it works for otherwordly type moons too

knotty ibex
real jacinth
lunar bronze
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Aquatis too

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There's also apparently a flooded moon in Generic's moon pack

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It's a Water Facility that you need to hit some levers to access the entrance

mint basin
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i know its a risk... but i just inverse telelported into liminal pools.. at the bottom of a bottomless pit... no way out.. insta death basically xD

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ddint know if its a bug.. or, intended risk

twin palm
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Think it depends on how inverse works lowkey (I have no idea)

runic sparrow
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I will investigate

glacial imp
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Given that I've inversed into plenty of insta-death situations in vanilla lethal (looking at you spike traps) it's just a risk you take with inverse teleporting in xD

mint basin
glacial imp
mint basin
runic sparrow
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1.0.14

  • Added 'Slide' tile
  • Added config options for 'One Way Fire Exit'
  • Added config options for kill triggers in pits
  • Added a link between 'One Way Fire Exit' and bridge if config setting is set to 'lowered'
  • Fixed a bug with inverse teleporter teleporting players into deep water and objects
  • Fixed a bug with 'Massive Tile with Bridge' where certain doors would not be active

https://thunderstore.io/c/lethal-company/p/theMenagerie/LiminalPools/

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A lot of changes to the config, if you don't see them when you open the file, delete the config file and launch the game to regenerate it

runic sparrow
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As always make sure you send any bugs you find with me, I need to know what to fix in order to fix it :))

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I'm also not terribly confident that there WON'T be bugs because I didn't do super extensive testing this run

twin palm
#

This looks cool WATCHOUT

shut pivot
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W update

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When I'm not on the crunch for work I'll be checkin' it out. Can't wait.

knotty ibex
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I think I saw some new tiles, glad it was updated. This is a very cool interior 🙏 It'll always be in my modpack

alpine rune
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The pool rooms look great and I love the custom tiles, but I've found it a bit hard to find items within it. I think items are spawning at the bottom of the death pits

runic sparrow
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They shouldnt be

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If you find proof of it send me a screenshot of where so i can fix

rose compass
#

Got to play it on the Bingo Event! Interior is a lot of fun!

There is one thing though I need to say and it's out of love......F**K YOU!!! The damn fire exit spot 😆 we had one round where most of the team during a test run entered and walked right off into the water. 😆 wish I was recording the test runs.

@runic sparrow

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It was my first time there too and I was so excited to see it and PLOP dead..lol

runic sparrow
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Glad you enjoyed it

rose compass
glad fossil
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Also played it for the first time during the event

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had a great time on it!

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loved the touch that the water drained the sprint bar and you can't jump in the water

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made things a bit more tense

runic sparrow
runic sparrow
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Its pretty sick, gave me a few ideas for the new project im working on

runic sparrow
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Lol

sullen dirge
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anyone else have a problem with going through doorways?

knotty ibex
sullen dirge
#

basically I noticed that when trying to fit through doorways, unless you are in a very specific spot, you get stuck unless you are crouching. I assume somehow the doors are not actually square. I was using a custom playermodel with modelreplacement, but since those don't actually change the height of the character, I don't think it is that.

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The other possibility though, is it could be related to how ezcaves makes you step higher

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I'm not really sure how that mod works, so it could be that

runic sparrow
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Send modpack ill test it after christmas

sullen dirge
#

0193ff19-aff1-71e7-8ff7-9c4037bda40d

runic sparrow
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Ive never encountered the bug before so im guessing its another mods interaction with mine but it should be fixable

runic sparrow
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*using

sullen dirge
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I was using the eeveelutions, specifically Sylveon. someone else was using eevee and were having the same problems

runic sparrow
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Kk

sullen dirge
#

I actually did those models myself, so I know unless modelreplacement api was doing something, the hitboxes should be the same

runic sparrow
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Nice

glacial imp
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Not sure if anyone else is getting this but for me the config keeps resetting back to default values once the game closes.

runic sparrow
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Which config setting and what mod manager do you suee

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*use

glacial imp
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The config settings for tile and water reflections, it only resets them once I open and then close game.
I use Gale

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So basically I set them to true in config, launch game through Gale, load into lobby, exit lobby and close game. Then when checking config in Gale again it's back to false for both settings.

runic sparrow
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hmm

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that might be an issue with Gale, but I'll investigate

sullen stone
#

@runic sparrow This interior is cool but I honestly feel like it generates way too large

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Making it very easy to get lost inside of

lunar bronze
runic sparrow
#

There's some settings I gotta tweak, I talked to Lunxara on stream to figure out details

runic sparrow
#

I'm gonna be a bit distant from this mod for awhile, I'm working on a different one rn that's taking a ton of time away from me. Sit tight and I might drop some teasers to it at a later date ;)

dense pivot
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so excited...

mint basin
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was testing stuff regarding fireexits and navmesh, found this.. no rush on fixing on this just thought id point it out, this tile is missing navmesh at the top of the stairs.

runic sparrow
#

Weird

compact escarp
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I don't think that's true

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the Imperium navmesh likes to clip into things

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not sure if it does in editor, but either way, you can move the freecam under the floor to check

mint basin
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well, i found it because what im working on suggested there was no path. ill see if i can get the same situation, and if so, spawn a masked to walk over the spot.

mint basin
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just checked this after finally getting that tile to spawn a fire exit.. the navmesh is there, it just clipped through the floor as was said, my apologies.

mint basin
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hey, seems that there is an issue... the time i checked properly before, it was fine. this time, not so, or at least, masked couldent walk, or be spawned on the area that shows as no navmesh.

mint basin
runic sparrow
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Maybe its like reading the water as part of the navmesh or smth?

runic sparrow
mint basin
# runic sparrow This looks weird, it looks like theres a random cube thats blocking navmesh, is ...

these are the mods im using.

Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-3.3.2
VirusTLNR-LethalIntelligenceExperimental-0.3.7
Rune580-LethalCompany_InputUtils-0.7.7
giosuel-Imperium-0.2.8
AinaVT-LethalConfig-1.4.3
BepInEx-BepInExPack-5.4.2100
LethalCompanyModding-Yukieji_UnityExplorer-4.12.1
Evaisa-HookGenPatcher-0.0.5
bctix-FPSCounter-1.4.0
Evaisa-LethalLib-0.16.2
Hamunii-AutoHookGenPatcher-1.0.4
Hamunii-DetourContext_Dispose_Fix-1.0.3
DiFFoZ-HarmonyXTranspilerFix-1.1.0
quackandcheese-ToggleMute-1.3.1
flerouwu-LC_FastStartup-1.1.2
Bobbie-UniTask-2.5.0
qwbarch-AutoStart-1.1.1
MaxWasUnavailable-LethalModDataLib-1.2.2
Evaisa-FixPluginTypesSerialization-1.1.1
IAmBatby-LethalLevelLoader-1.3.13
theMenagerie-LiminalPools-1.0.14
TestAccount666-ScannableFireExit-1.0.0
JacobG5-JLL-1.8.0
Generic_GMD-Generic_Interiors-1.6.1
runic sparrow
#

Hm

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I guess ill take a peak at my tiles and see if theres something causing that, but ive never seen that before

mint basin
runic sparrow
mint basin
runic sparrow
#

the main entrance one seems to be a bit harder that that tho

mint basin
runic sparrow
#

yeah

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I have no knowledge of how pathing works in this game aside from "roam to AI node" so I'm unsure as to why it might be trying to cross an area without a navmesh

glad fossil
#

Could be off mesh links possibly

runic sparrow
glad fossil
#

usually it is straight line tho

runic sparrow
#

oh

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yeah that shouldn't be an issue i thinl

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there are off mesh links in the entrance tile but none that connect to the tile from outside of it

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that would be an interesting concept that I could play around with for funny new mod

compact escarp
#

off mesh links aren't buggy in such a way that they can cause a correctly written ai to get stuck like that as far as I am aware

#

I'm suspicious that this is another issue entirely, would be good to provide seeds for these so that they can be reproduced @mint basin

#

of course you're currently running a WIP version of your mod I assume, so there may be no easy way to reproduce it

#

but if it can't be reproduced with another AI, I would suspect it's an issue with the mod's logic and not the interior navmesh

#

I've never seen that jittery walking be caused by anything other than setting an invalid destination in DoAIInterval though, so I suspect that this would be an issue in the masked AI logic primarily (you should be able to prevent setting an unreachable destination), and then maybe also something in the navmesh also blocking the path to main entrance

mint basin
#

i should add though, ive changed nothing about the routing of my mod, so it it was going to main entrance, it was going to main entrance fine, the only time the walking is jittery is when a path isnt possible.

#

also, the video was no where near the offmesh links, the issue is in that tile imho.

compact escarp
#

seems doubtful it's in that tile, but somewhere on the path to main, maybe

mint basin
#

i d k, but the fact it turned away, made me think here is the problem.

compact escarp
#

do you mean that in that scenario the masked was trying to go to main entrance without checking if there is a valid path first?

mint basin
compact escarp
#

right, but when it is choosing to go to main entrance because that fire exit is unusable, is it checking if the main entrance is reachable before setting the destination?

#

if you have locked doors in the way, it will not be able to do so, regardless of your precomputed accessibility

mint basin
#

the issue is within 15f of that fire exit afaik.

compact escarp
#

you can't just assume that just because 1 out of 3 points around a teleport were pathable, the entrance is usable from anywhere in the interior

#

even if there weren't locked doors that's not a fair assumption

#

this is why I was suggesting to you that you just check the paths properly

mint basin
#

i dont mark an exit as invalid unless all 3 are invalid.

compact escarp
#

I'm talking about main

#

yes exactly

mint basin
#

im talking about fire exit.. there is no issue with the main

compact escarp
#

where was the masked trying to path to when it was jittering?

mint basin
#

main, from the fire exit.. the issue is at the fire exit.

compact escarp
#

no it is not

mint basin
#

this is why i spawned it there -_-

compact escarp
#

it is between the point you spawned it at and main

mint basin
#

yes.

compact escarp
#

most likely a door was locked

mint basin
#

this is between the point spawned + the main
#1216979536931979395 message

compact escarp
#

if you don't test the path then you don't know that you can set that destination repeatedly without causing the agent to stop

mint basin
#

the issue is within 15f distance of that fire exit. i dont know where, but thats the rough area.

compact escarp
#

do you or do you not check the path to the EntranceTeleport in the same frame before you tell it to set its destination to it?

mint basin
#

if you dont beleive me, thats fine, when i go back on editing my mod, ill test it before doing anything, ill even do it with vanilla masked, and other entities..

compact escarp
#

then that is your problem

#

it is not an interior bug

mint basin
#

the check which tells me they are invalid.. is at round start.

#

i then spawned it there because of that check, and the masked pathing to the weird place.. is proof of the issue.

compact escarp
#

you can't just ignore the existence of locked doors

mint basin
#

there is no locked door within 15f of the fire exit.

compact escarp
#

it's proof of an issue in your code

#

why does it need to be within 15 units?

mint basin
#

was this my code too?
#1216979536931979395 message

no.. it wasnt.
#1216979536931979395 message

my code works.

compact escarp
#

that's not relevant here

#

drako already noted that he found an issue with that

mint basin
#

it is, because i found both issues, at the same time.

#

yes, and im saying, that the issue is found the same way.. and that its likely similar.

compact escarp
#

is that tile on the path to main?

mint basin
compact escarp
#

that doesn't answer my question

mint basin
#

both times, i spawned entities, at the fire exit

compact escarp
#

let's be scientific here

mint basin
#

watch this video
#1216979536931979395 message

you maybe dont see it, but just before the problem, a masked was spawned... and walked into the corner, and stared at the wall... same as the masked walking away from the issue on the second video where you say im wrong -_-, diff in the second video is, the masked walked away to another tile because there was a door.

#

i need to go, but i will re-check this tile, like i checked the first one.. and ill do all the tests i did with the first one to show the issue, no point discussing it when i cant check right now, but the issue is within 15f of the fire exit on that tile. i d k if the til is unique when there is a fire exit, or same as the same tile without the fire exit.. but its within 15f of that fire exit as that is how far i check.

compact escarp
#

I think maybe my confusion here comes from the fact that there are two issues going on here

#

I had assumed that the reason the fire exit wasn't used was because it was rejected for failing your check outside, but on second thought I assume you must have been referring to inside

#

but the fact that it is trying to use an invalid path is also an issue and should never happen ideally

#

you should have some fallback behavior when the AI has no path out

#

the jitter is caused by not having that check and fallback

#

as far as the fire exit being rejected by your precomputation, I don't know if I agree that that will always be an interior issue, as 3 samples is not very many for something like this

mint basin
#

i will try to explain it as simple as possible.

the fire exit is invalid, because i checked the navmesh around it, and it was found to be "wrong".

because of this, i can spawn a masked AT the fire exit, knowing they will go somewhere else.. so i did that to see where they would go, and recorded it.

the videos are those recordings... the fact they dont leave the tile via a route that makes sense, and the limit is not much further outside that tile of where i was checking, its likely the issue is within the tile... but it maybe the issue is outside the tile, so i will re-do tests, spawn masked all over the tile, and see if i can find the exact spot at fault, because who knows, it maybe in the next tile along, but from my pov, its likely the area ive drawn on the image. shrug

compact escarp
#

in this case, it's very possible that there's something odd going on around that fire exit, but it seems very strange to me for random samples around that fire exit to all fail when you can clearly see the connected navmesh

compact escarp
mint basin
#

also, i tell it to go 15f forward (afaik) from the fire exit then pick a random place, which is why i think its not pulling a random location from the apparatus room as its technically behind the fire exit, because the apparatus room wouldent be a fail. (for the check on the entrances i mean)

compact escarp
#

I see

#

that would make some sense then

compact escarp
mint basin
# compact escarp wait, now it's not totally clear to me from your perspective, is the fire exit ...

from my pov its a navmesh issue.

in the first vid, a masked is slow walking away.. to the main entrance.. this is because of a locked door, as you said, i should really work out something for when there is a locked door, until this week, ive had no way to do that.

the ones getting stuck though, was a navmesh issue

i feel the second video is the same, but i will double check and let you guys know with full video proof like the first vid.

compact escarp
#

should be pretty easy to verify where the issue is happening, if you spawn a jester it will always try to path to any player within the interior

#

so you can follow the shortest path to main and as soon as the jester stops you know where the issue lies

compact escarp
#

the reason why I'm still skeptical that this system will hold up is that there is no reason to assume that a randomly sampled point on the navmesh will always have a complete path to the fire exit within 15 units

#

like say you have a tile that has multiple levels and multiple doors, but no connection between those doors within the tile

#

it's not so relevant in this case, but I can see the issue here being that there is navmesh under some water in the interior that would normally kill the player, which wouldn't be intended for AI to path to anyways

AI would never choose to go to locations like that as they would not have any AI nodes and would also never find a valid path using CalculatePath (which is almost always called before setting a destination in vanilla), but you assume that you can sample random locations on the navmesh and path to them rather than making use of AI nodes that should be accessible

mint basin
#

and afaik, most interiors will have no blocks inside, so, they should all succeed, unless otherwise intended.

compact escarp
#

sure, but there is a maximum length for paths

#

there are also interiors that have some parts completely blocked off from certain (or in some cases all) agents

#

it could be argued that it's fine to avoid those entrances, but then you have little pockets where the masked will never find the player

mint basin
wild marsh
mint basin
compact escarp
wild marsh
#

OH RIGHT, when popped duh

#

my bad

compact escarp
#

and also as soon as it spots the player as well

compact escarp
# mint basin well, if there are pockets like that, not much i can do.

I mean, the solution I suggested where you choose AI nodes to go to and then check them through the teleports at the time when you're calculating a path, it has several benefits:

  • The masked can randomly decide to check those pockets
  • You don't need to precompute accessibility
  • You can make it eventually check all accessible AI nodes in the entire level, leaving nowhere unchecked
  • You don't have the AI jitter in place when it's trying to path to an invalid destination
#

I also just got Xu set up with off-main-thread pathfinding for the same purpose of finding paths through teleports last night, and it seemed to be work very well thus far

#

the performance cost is going to be nearly negligible with that solution

#

but anyway, it would definitely be good to test any theories about broken navmesh using AI that is guaranteed to have a predictable path before reporting issues with interiors, since it would

  • tell you where the issue is
  • confirm that it's not a bug in WIP code
#

also a seed+profile code helps a lot with this so that the specific scenario can be reproduced

mint basin
compact escarp
#

oh I meant the point was to have the combo of profile code and seed so that the specific generation can be reproduced

#

that way, Drako could just test AI pathing from that fire exit all the way to main

runic sparrow
#

uh

runic sparrow
#

As for the other problem I don't know why that fire exit would be "invalid"

#

specifically this one

mint basin
glad fossil
mint basin
runic sparrow
#

I did a bunch of modifying nav mesh thingies in the last patch which is why there are some spots like that around, that room specifically I got really lazy on and didn't do anything properly and just threw some obstacles in. I can work on a patch today and try to push it out

#

Might have prototype caustics in it, depends on how i'm feeling about them

mint basin
#

ohhhhh, sorry, this is this room
#1216979536931979395 message

i didnt realise

runic sparrow
#

ye

mint basin
#

i was looking for the one where we didnt find a solution, and found that

runic sparrow
#

it's a different collider tho

#

it's a super fast and easy fix

#

I just gotta be a little less lazy :P

mint basin
#

my bad though, didnt realise i was telling you about the one you already found xD

runic sparrow
#

no no

#

it's a different problem in the same room

mint basin
#

oh xD

mint basin
runic sparrow
#

THAT is the same issue

#

it's next to the one room

#

that room has a collider that's too big and is bleeding from where i sent the screenshot

#

hmm

#

what do you think, ship with or without the prototype caustics?

#

I think not yet

lunar bronze
mint basin
compact escarp
compact escarp
mint basin
compact escarp
#

note that you can also toggle culling via the Culling Type config option at any time using LethalConfig

#

if you're using free cam a lot you probably want to turn off culling most of the time

mint basin
#

rarely use freecam, but thanks for the info 😉

runic sparrow
wary wave
#

hey darko! i apologize for the disturbance i know you're currently busy with another project and i hope it's going smooth- i was wondering... is there a way to make the water appear as another color using a some kind of hex code editor or in the config? i love the green it has already but wanted to see if the experience would be different with other colors as well

runic sparrow
#

Definitely possible using a config, but it would be awhile before it gets implemented because im super busy with college and other projects atm

wary wave
#

i appreciate the response, thank you for your hard work coiled

wild marsh
#

Random idea i had is maybe it would be neat if a vertical slide spawned at the middle floor of those deep-water rooms
So if you fall in, and you're able to wade yourself across to the middle, you can save yourself by teleporting to a random location from falling down it
Seems to be quite a common cause of frustration with newer players not knowing its a death pit
Would also be very interesting with the Apparatus room, as thats one of those rooms and that would play nicely into it
Lets go gambling

molten dune
#

Water

mint basin
#
[21:23:24.5667854] [Error  : Unity Log] KeyNotFoundException: The given key '2931786590' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_009B)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
PooluginRooms.FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH:PassOverwatch2ClientRpc(FireEnabler, Boolean) (at C:/Users/ecg06/OneDrive/Desktop/TheFunnyHAHA/PooluginRooms/PooluginRooms/FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH.cs:44)
PooluginRooms.FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH:PissOverwatch3() (at C:/Users/ecg06/OneDrive/Desktop/TheFunnyHAHA/PooluginRooms/PooluginRooms/FolgaConfiguratorMachineMomentAMOGUSAMOGUSnotTheFemurBreakerAARGGGGHHHH.cs:78)
LiminalPoolRoomsDunGen.StartPatch:PlayerJoinedGuessWhatHesHere(StartOfRound) (at C:/Users/ecg06/OneDrive/Desktop/TheFunnyHAHA/PooluginRooms/PooluginRooms/Class1.cs:140)
StartOfRound:OnClientConnect(UInt64)
DMD<>?-909734796:Trampoline<StartOfRound::OnClientConnect>?-1163281204(StartOfRound, UInt64)
Dawn.MoonRegistrationHandler:StartOfRoundOnClientConnect(orig_OnClientConnect, StartOfRound, UInt64) (at ./src/API/Moons/.MoonRegistrationHandler.cs:379)
DMD<>?520020948:Hook<StartOfRound::OnClientConnect>?1085232984(StartOfRound, UInt64)
GameNetworkManager:Singleton_OnClientConnectedCallback(UInt64)
Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64)
Unity.Netcode.NetworkSceneManager:HandleServerSceneEvent(UInt32, UInt64)
Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader)
Unity.Netcode.SceneEventMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()

might need a v73 recompile 😄

runic sparrow
#

Ill look into it, might actually add something while im at it, we’ll see

dense pivot
#

that'd be insane

runic sparrow
runic sparrow
#

For now just make sure LLL is disabled and you use LLL Updated

mint basin
runic sparrow
#

idk, i disabled it and enabled paco's and the error poofed

#

just changing dependencies for this update to work

#

I am however adding a new room so update may take a bit :3

#

plus maybe more

#

but I might get bored and just do the one room so dont expect too much

mint basin
dense pivot
mint basin
#

yup seems the error went away..

EDIT: tried again with both LLL's enabled and no error, so may have been something else... either way Paco said we can use both together, so id hope thats not the issue XD

shut pivot
#

This is the best news since sliced bread

runic sparrow
#

Gonna be awhile btw, doing halloween party planning and stuff meaning i havent really had time to work on this. I apologize for the delay.

mint basin
real prairie
#

Hi, Does the mod work correctly in v73?

runic sparrow
#

You meed to use Lethal Level Loader Updated for now until i fix the dependency issue which will hopefully be fixed soon once i finish the next update

eternal yarrow
runic sparrow
#

Ive been watching a bit, ill look into and hopefully have an update with all my inprogress stuff in it as well when it drops

runic sparrow
# eternal yarrow excited for this!

It's gonna be a bit, I have to migrate my project to the actual patcher project which is taking longer than I wish it would. I currently have 2 new rooms and I want to add a special tile to kinda finish the project, but this will happen not in the same update as the v81 patch

eternal yarrow
#

will say tested with the patcher mod that exists and it worked 90%

runic sparrow
#

yeye

eternal yarrow
#

mainly the main entrance was broken

runic sparrow
#

It's just a matter of fixing my assets and uploading it with the new stuff

#

I'm just consumed by work, finishing my degree, and esports rn

eternal yarrow
#

np

molten dune
#

I love the liminal pools

runic sparrow
#

I have it like 99% working there's some testing I have to do regarding a few tiles and some things I want to touch up on a smidge but it should be out either today or tomorrow :)

molten dune
shut pivot
#

Did you ever manage to fix that issue with the doors pushing players, and also the lockpickers not attaching properly to the doors?

eternal yarrow
molten dune
eternal yarrow
#

from kenji's moons

molten dune
#

ah

sullen stone
#

v73 killed it, v80 is when it will finally return

eternal yarrow
#

did v73 kill it I dont remember

#

tho I didnt run into it much so prob missed what the issue was

sullen stone
eternal yarrow
sullen stone
#

It wouldn’t work

eternal yarrow
#

prob missed it since its a pretty uncommon interioir

#

haha

#

when I run it at least

shut pivot
#

yippie

shut pivot
sullen stone
#

Oh yeah I hope you managed to fix the chance of the first door you can get right in main entrance being locked lol

runic sparrow
runic sparrow
runic sparrow
nova bolt
#

Wait this is getting updated?

runic sparrow
#

There might be some netcode errors with the slide room which is what im investigating now

runic sparrow
#

:)

nova bolt
#

Oh kewl!

#

I actually do

#

wanna show something

#

that had to do with this interior

runic sparrow
#

sure

nova bolt
#

My buddy Eternal saw this using Poltergeist

#

I made this modpack for him too btw

runic sparrow
#

thats crazy lmfao

#

kinda terrifying

#

I haven't seen anything like that in my current testing but would you be willing to send me your modpack so I can check out the modlist?

nova bolt
#

this was the initial one

#

oh yeah

#

Main and Fire Exit was blocked

runic sparrow
runic sparrow
#

1.0.15

  • Added 2 new tiles
  • Added water caustics
  • Removed an evil wizard causing me mild discomfort
  • Fixed some issues with nav mesh
  • Fixed a dependency issue
  • Fixed a bug with doors in the entrance tile being locked
  • Fixed some networking stuff (Thank you Zaggy and LordFirespeed <3)
  • Updated README.md
  • Updated to v81
  • Updated dungeon flow scaling and priority
#

As per usual please let me know if you run into any bugs, I'm already working on a 1.0.16 so the sooner I know about the things the better

dense pivot
#

Im glad you got rid of the wizard he was pissing me the fuck off

#

Glad to see my GOAT interior back

#

I wanna play with this more often

eternal yarrow
#

it flashes a lot

#

blinking lights and blackout out tiles

runic sparrow
#

must've been tile bounds breaking from the project migration

#

ill look into it

#

probably not today because I have to practice for my finals match tn but it should be an easy fix

runic sparrow
#

We lost, but second place isn't bad

runic sparrow
#

1.0.16

  • Fixed an issue with generation
  • Fixed an issue with CullFactory compatability
runic sparrow
#

Next on the docket is some custompass stuff with reflections, but i wanna try custom vents and particles to make hazards a liiiiittle more obvious when theyre in water and to work on another tile

runic sparrow
#

Also create aeronautics is peak

dense pivot
#

I saw a little bit about it and it looks fucking crazy lol

unkempt lark
#

Question, is there a config for this/any way to make the pools interior more common?

shut pivot
unkempt lark
shut pivot
#

yup!

#

wait

unkempt lark
#

What's the exact name?

shut pivot
#

So, to configure the weights you do it on a per-moon basis

#

I don't know the exact name but you should be able to recognise it

#

Take a look through the configs, you'll figure it out

unkempt lark
#

I guess I'll do some trial and error

#

Thanks for the help 🙏

#

I made a separate profile with just PoolRooms, launched it and opened config but there seems to be no config for PR

#

I assume it's a LLL issue

#

Maybe if I set the other interiors chances to 0?

eternal yarrow
#

Unless you misspoke

#

This is liminal pools

#

Not poolrooms

#

Poolrooms hasnt been updated yet and doesnt work

unkempt lark
#

oh

#

bruh 😭

#

Thanks for clarifying I'm dumb