#Poltergeist

1545 messages Ā· Page 2 of 2 (latest)

last ruin
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so desaturating it or darkening it wouldn't really show up then?

lucid harbor
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Not necessarily that it wouldn't show up, but it would make it so that being in the dark would make it look like the player is lower on health

last ruin
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oh really? I honestly never noticed the icons getting darker ever

lucid harbor
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Maybe it got fixed at one point? Was definitely a problem in one version

last ruin
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maybe, but I think radar dots are fully emmissive at this point

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atleast they seem to be

lucid harbor
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I'd have to check, but I'll keep that in mind then

last ruin
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maybe we can find a color that doesn't look so uh shitty when you're at low health though, I'll keep tryin for a little before I have to head to bed

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thanks for considering the ideas though :]

lucid harbor
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Thanks for the ideas!

dry wolf
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on death you turn to shit

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literally

last ruin
dry wolf
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oh and keep in mind the terminal has a strong green filter so whatever colours you do might not actually ever work or need to be weirdly translated, for example nobody thought yellow would work (which is what i do for one of the robots in cr), but it worked after i used a dark green colour and that somehow translated to yellow

last ruin
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Yellow would probably work fine, contrasts a lot against the green of the ship and mostly on the interiors, would have to see how it looks ingame on the interior maps though

Orange is honestly really good as a starting color but because of how brown it gets it kinda doesn't look all too good on the radar.

Blue makes the most sense since it's the vanilla version of the radar dot for players and would blend in better with masked enemies for example (although I guess you'd change masked dots to be the other colors if you were to pick those? questions for later i guess). Problem is, like you said you won't notice if the mod is working properly until you take damage (or you test)

Teaaal?... It's an alright compromise between being able to tell the mod is working properly and the brighter colors of the new radar, reads well and doesn't look like peepee or poopoo šŸ‘

last ruin
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honorary mention red, doesn't look like Shit literally but it blends in with monsters so that's a big no

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oh and I tweaked this one a lil so it's easier to tell which is which between 80 and 60

lucid harbor
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That one is kinda neat

last ruin
dry wolf
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the dark arts are unteachable... also i used unity explorer to change the colour of the material at runtime to see what would turn yellow

lucid harbor
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For reference, these are the ones I use rn

last ruin
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the moment you said unity i got heart palpitations and died

dry wolf
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unity explorer is a mod

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you wouldnt be using unity

last ruin
dry wolf
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it just gives you access to stuff as if you were using unity

lucid harbor
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The differences don't all show up super well

dry wolf
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similar to imperium menu but like more info and stuff

lucid harbor
dry wolf
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yep

last ruin
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unity without unity? sign me up beevil

cedar dew
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is there a way to add my own sound effects to the poltergeist effect list? and/or to remove ones from the list it pulls from?

lucid harbor
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Yep! There's a sounds folder in the mod folder, it should say in the readme

cedar dew
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:) excellent, thank you

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im about to replace all of them with overwatch voice lines and then not say anything to my friends about it

lucid harbor
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I don't know if that'll work, unfortunately. Everyone hears the files on their computers, so changing them just on yours won't affect what your friends hear

cedar dew
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will it send those files with the thunderstore code for the modpack?

lucid harbor
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I don't think so? I've never had a chance to test it though. I think somebody did a soundpack at some point that you could check, assuming it works.

cedar dew
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yee i will do some testing. thank!

cedar dew
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update thunderstore codes to not transfer files like that so when me and my friend tested i was hearing "behind you, ahh! just kidding." from overwatch but they were hearing the normal sounds

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sad

brazen magnet
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What if we changed the files to be in-game vanilla noises? Would those work?

last ruin
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they already are (some atleast)

brazen magnet
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I would want to add more though, right there are only like 5 and they get tier rather quick if you have troll-ish friends

native idol
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@lucid harbor I've been using your mod for awhile and I've felt that the terminal feels off. So, I did a test in vanilla and saw that with your mod, the terminal color is slightly dimmer, which has bothered me.

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With mod:

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Without mod (Vanilla):

lucid harbor
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That's really weird

native idol
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hold on I can get a closer color diff image

lucid harbor
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My guess is that the ghost light just changes how some of the lights look slightly

native idol
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Is there anyway you can fix this because its been bothering me for awhile concern

lucid harbor
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I can try? I'm honestly not sure what causes it, but I can tinker

native idol
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Would setting the light intensity to 0 fix it?

lucid harbor
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Unlikely. I know that this is while alive with no ghost light, but I can't really think of anything else that Poltergeist does that might affect that

native idol
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@lucid harbor I tried downloading the poltergeist project and compiling it so I could see what was causing the lighting issue, but I keep getting these errors. I referenced all of the references and I cannot figure this out.

I'm getting these 6 errors

lucid harbor
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Are you using the nuget packages?

native idol
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how do I do that

lucid harbor
native idol
lucid harbor
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Under "project" at the top, you should see a "manage nuget packages". I use these ones, you should be able to search them

native idol
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so its still giving me these two

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I only find this one but its for risk of rain and not by bepinex

lucid harbor
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I don't think I've ever seen that AssemblyInfo.cs file

native idol
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it has

using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using Poltergeist.NetcodePatcher;

[assembly: AssemblyCompany("Poltergeist")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyDescription("A template for Lethal Company")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+2199394f2ba8131a0f6b0043ce0bb76252cf61f4")]
[assembly: AssemblyProduct("Poltergeist")]
[assembly: AssemblyTitle("Poltergeist")]
[assembly: AssemblyVersion("1.0.0.0")]
[module: RefSafetyRules(11)]
[module: NetcodePatchedAssembly]

lucid harbor
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Are you sure that you cloned the repo correctly? I don't have that file or that folder

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And I don't see them in the repo

native idol
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hmm

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thats weird

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I dont even know where that came from

native idol
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The namespace 'Poltergeist.GhostInteractibles.Specific' already contains a definition for 'CostType'

lucid harbor
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I don't know. Sorry, I can't really bug fix your project with this info. I don't get that error on my end

native idol
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Because I dont see it in the repo

native idol
# lucid harbor I don't know. Sorry, I can't really bug fix your project with this info. I don't...

Ok so I ran the code through an AI to figure out the lighting issue and it worked.

Here is the explanation for what it was

"

The ghost head creates a post‑processing volume the first time it initializes. In GhostHead.LateUpdate() the volume is instantiated and a ColorAdjustments component is retrieved:

VolumeProfile colorProfile = colorVolume.GetComponent<Volume>().profile;
colorProfile.TryGet<ColorAdjustments>(out colorAdj);
colorAdj.colorFilter.overrideState = true;
filterCol = colorAdj.colorFilter.value;
colorAdj.colorFilter.value = Color.white;
colorVolume.SetActive(false);```

This volume holds any color‑grading effects defined in the prefab ghosthead_postprocess.prefab. Even though the code sets the ColorFilter to white, any other settings (exposure, contrast, etc.) remain active. Because the volume was not disabled or destroyed, it stayed enabled for the entire game scene.

During the ghost manifestation animation, the color filter is animated from white back toward the prefab’s value:

```float curIntensity = Mathf.Lerp(visibilities[keyIndex - 1], visibilities[keyIndex], progress);
...
if (colorAdj != null)
    colorAdj.colorFilter.value = Color.Lerp(Color.white, filterCol, curIntensity);```

Since the volume was active even when players were alive, its post‑processing effects reduced the scene’s contrast and made the colors dull. The recent fix stores the volume reference (colorVolume) and explicitly disables it when the animation ends or the head deactivates:

```if(colorAdj != null)
    colorAdj.colorFilter.value = Color.white;
if (colorVolume != null)
    colorVolume.SetActive(false);```

By turning the volume off outside of the manifestation, those color changes no longer affect the game when you’re alive.

# "
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Hope this helps fixing the issue

lucid harbor
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I'll try it later

native idol
lucid harbor
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I do appreciate you looking into that, I just haven't had time to lately

native idol
# lucid harbor I do appreciate you looking into that, I just haven't had time to lately

I made a PR on the github, but I think this fix removes the June effect. June is over in 2 days though.

https://github.com/coderCleric/Poltergeist/pull/40

GitHub

instantiate ghost color volume as a child of the ghost head
keep the post-processing volume disabled until manifesting
disable the volume again when the flicker finishes or the ghost head deactivates

lucid harbor
native idol
lucid harbor
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The monster bit won't be, since it's a bit more involved. The second thing you're talking about can basically be done using the configurable costs

fast temple
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Hey this mod is amazing ! My favorite part are the Custom Sounds which have lots of potential !!!

Is there a way to allow us to share our custom sounds with our friends when we share the Profile code on mod managers ? I don't know if it's possible but it would definitely be easier to share the sound file this way instead of having them download and install them manually. Maybe by putting them in the config category ?

I've tried uploading a hidden customized version of the mod with custom sounds for my friends and I, so that it gets downloaded automatically, but since it copies your mod it gets banned from Thunderstore even if I leave it deprecated for personal use.

2 other suggestions which would fit the mod : please allow ghosts to push the truck and maybe eject/honk/ to mess with other players ! (configurable) and lastly please allow ghosts to open locked doors (configurable) so that we can also be useful when not trolling ! It would allow us to unlock players who get teleported inside locked rooms.

Thank you for this mod šŸ™

lucid harbor
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Also, glad that you're enjoying the mod so much! I probably should have lead with that šŸ˜…

fast temple
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Thank you I'll test it and use this method if it works !

cedar dew
fast temple
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Yes indeed and the method from above doesn’t work either unfortunately

lucid harbor
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Dang, I hoped that it would

fast temple
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I will check tomorrow whether the mod I’ve uploaded gets removed or not, if it doesn’t it could be a convenient way to share sound files

lucid harbor
fast temple
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From what I’ve tested, the soundpack alone doesn’t work, but Maybe reuploading the entire mod in private and adding the custom sounds works

lone ridge
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Can confirm the sound pack mod doesn’t work. I used that mod as a base for a mod I made for myself and couldn’t get that to work either

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I assume there needs to be a way for the mod to detect other sounds folders from separate mods

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Love the mod though! My groups been having fun with it

lucid harbor
fast temple
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Another suggestion from my friends group would be to be able to choose the sound file we play so we could mess with the living by playing sounds which fit the situation ! But I imagine it would require an additional layer of work to implement that. Also I wonder how it would handle hundreds of custom sounds to choose from.

Love the mod as it is already though ! 😌

lucid harbor
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That would probably be doable, but it playing random sounds is part of the intention. Playing specific ones would make communication too easy

sweet stirrup
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i assume, you would need a folder outside plugins, where all the sound files would need to live shrug then all mods adding sounds, would need to dump into the same folder (im no sound guru, so this may not work xD just thought id throw in the suggestion)

lucid harbor
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Unfortunately, I think all files are automatically thrown into plugins, so it's be necessary to search the mod folders and determine what mods are actually sound add-ons

sweet stirrup
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like this..
so maybe look at what those mods are doing to get those files there? i d k

lucid harbor
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Good to know

gleaming acorn
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You just make a modpack, then when creating the zip, make a new folder called "BepInEx" followed by whatever folder you have thee sounds in. ~/BepInEx/Sounds/SoundFile.wav

daring fjord
lucid harbor
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That's weird, I thought that bug was fixed. Ig lmk if it happens again, hopefully it's just a fluke

stoic raven
rancid iris
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Hey I was wondering if it's possible to make Poltergeist not have the ability to go through walls

lucid harbor
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Not in the current version of the mod, and I honestly don't intend to implement that

rancid iris
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alright

native idol
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@lucid harbor I'm forking your mod (to make a PR later) to add the blacklist thing I said before and its working fine, but it uses internal names. I'm trying to find a way so that it will get a list of all enemies and their internal names, then put it in the description for the blacklist config. Do you know anyway to get a list of all the internal names? Like MaskedPlayerEnemy and BaboonBirdAI.

marble vessel
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Those aren't the internal names of those enemies

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Those are the names of the ai scripts

native idol
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because "Masked" does not work, but "MaskedPlayerEnemy" works

dry wolf
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you have to do it in a way that affects only that enemy

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not the enemy with that script

native idol
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Because I already got it working with just enemy script

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It skips making the pester thing for that one and moves on

dry wolf
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yes but you shouldnt do it with script name

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modded enemies can use the same script

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and be different enemies

lucid harbor
lucid harbor
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I probably have one more feature that I want to do before I release that update, so it'll probably be tomorrow

native idol
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I just spent all day figuring this out lol.

lucid harbor
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Sorry! 😭

native idol
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Will it just use the names that mods like central config and lethal level loader use? Like Masked instead of MaskedPlayerEnemy.

lucid harbor
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Currently it uses the name of the game object, although I might try and figure out how to make it use the common names as well

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As an example, the sapsuckers are something like "GiantKiwiBird"

native idol
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disabling audio for example would remove the text and the ability to do it

lucid harbor
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It's been discussed before. My main concerns are the fact that it can be very closely approximated by manipulating the costs (so it's not super important), and the fact that the config is already pretty bloated. Adding a disable for every interaction would make the config file massive

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But yeah, blacklisting for pestering should be coming out soon

native idol
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Ok and lastly. Once you add the blacklist, could you consider adding the masked as a default blacklist? Because pestering it does not really provoke it, it just stuns it.

lucid harbor
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I'd rather not disable it by default. Is there a reason that you want it to be a default rather than setting it yourself?

native idol
lucid harbor
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That's fair. I probably won't disable it by default, since that's intended as something that you can do

dry wolf
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Yeah you'd ruin so much fun by blacklisting masked lol

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Most people like that

dry wolf
last ruin
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it's one of the two enemies where pestering is actually helpful

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it gives ghosts shit to do lol

dry wolf
# dry wolf Is this pushed to github? I can take a look at it
            //Check the blacklist
            string enemyName = __instance.name.ToLower();
            foreach(string forbidden in Poltergeist.pesterBlacklist)
            {
                if (enemyName.Contains(forbidden))
                    return;
            }

this is your code, just change it to use this:

string enemyName = __instance.enemyType.enemyName.ToLower().Trim();
native idol
dry wolf
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its a mod you play with friends, just have house rules or blacklist it for your own pack

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not EVERYONE's pack

native idol
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I know I was just saying the reason

dry wolf
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fair enough ig

last ruin
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I usually have pester at 50

native idol
native idol
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And still if there is a lot of people then it does not matter

dry wolf
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the schizophrenic masked getting pestered by me:

last ruin
native idol
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Pestering is supposed to anger the monster, but pestering a masked just stuns it

last ruin
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or lower the speed of regen

native idol
dry wolf
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i dont think pestering is "supposed" to do anything specific

native idol
dry wolf
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yes

native idol
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Hoping that it activates its anger phase

dry wolf
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you're hoping that

native idol
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And kills the person

dry wolf
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why would the dev of this mod allow it for masked if this was the clear definition of what they're trying to do

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its your own version of what you want it to be, which is fine, but its just not

native idol
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Pestering a mask ruins the fear

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Because you can just stop it from killing somebody

dry wolf
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wel im not the dev so i wont speak for them, but i highly doubt this was an oversight

last ruin
last ruin
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it doesn't serve a specific purpose

native idol
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Pestering is like being annoying, and when you be annoying to a enemy it Aggros

dry wolf
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or if you're annoying to the masked it temporarily lets go of the player its holding

native idol
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It doesn’t really matter you can do what you want with it since it’s going to be a config.

dry wolf
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you pester it out of its animation

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really its just word play

lucid harbor
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It's all personal preference, but I really like how different enemies respond to pestering in different ways. It gives ghosts the option between being benevolent or malicious

lucid harbor
dry wolf
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Not all entities have a scannode

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Even if its internal you should definitely use the enemy's actual name, as that's gettable through a quick Google search or asking the modded enemy's mod dev

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It's definitely a lot more reliable than gameobject name or SO.name as well

lucid harbor
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I figured that they wouldn't all have scan node names. My plan is to have a setting that tells it whether to use the internal name, common name, or both. Then I'll null check the scan node before trying to use the name from it

dry wolf
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I would personally say that's over engineering it a bit

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Idk how many times this runs either I didnt really check but I'm assuming only once so it's not really too much of a performance issue

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But it might get confusing if you're handling names from different directions and calling something a "common name" for example

lucid harbor
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That's fair

lucid harbor
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I've never made a custom enemy before, so I'm not sure what the common practice is

dry wolf
sweet stirrup
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like there is GhostPlayer from Ooblaterra

lucid harbor
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Cool, I'll use that method of getting the internal name then

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Oh, that's a bit annoying. I still think I'm gonna use that method, but the name under the enemy type seems to sometime be the scan name, and sometimes not. For instance, the maneater is maneater internally, but the bracken is flowerman

dry wolf
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yes

lucid harbor
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Just pushed an update that adds the blacklist for pestering, and also makes it possible for soundpacks to actually work

lucid harbor
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I probably should have mentioned in the changelog, but there are two new config options related to the custom sounds. One disables the default sounds (all of the ones in the sounds folder), and the other prevents more than one file with a specific name from being loaded

brazen magnet
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Thanks for the pester blacklist, I think this mod really needed that. Pestering Brackens or Eyeless Dogs to instantly trigger aggro is a bit too troll-y for my liking

lucid harbor
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I've meant to do it for a while now, just never got around to it

lone ridge
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Has anyone had any luck with using a sound pack mod to add more sounds? Anytime I used my mod the game wouldn’t even open, wondering if I structured the files wrong

lucid harbor
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It could also be a bug that exists but I haven't figured out yet. Some people's machines just end up unable to load specific sounds files for no apparent reason

lone ridge
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Oh cool thanks! I’ll check it out later

lucid harbor
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There should also be a debug option in the configs so you can see where exactly poltergeist is failing

lone ridge
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Oh perfect I’ll try that out too

sweet stirrup
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i think a cool soundpack would be one that plays scrap noises. I know you can already play some of them, but i mean more things like, the mask laugh, the mask cry, maybe also the sound of footsteps, maybe some simple speech "over here", "i got you", "rawr"

the mask sounds, and the footsteps personally would make me go "is someone/thing there?", maybe also the sound of doors opening/closing/etc

lone ridge
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Idk how but for some reason turning on the debug option just like made the game run? Like I didn't even need to check errors or anything it just worked

lucid harbor
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wack

lone ridge
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I also swapped all my audio files to .ogg just to be safe since thats what the mod you sent used

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not the solution I expected but hey I'll take it

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oh wait nvm I lied somehow my test mod got removed LMAO

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ignore all previous statements

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using the debug I can see that it just stops on some random audio file so yeah some audio files just don't want to cooperate I guess

lucid harbor
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Weird. It should load file in alphabetical order, so if you sort them you should at least be able to figure out which one is causing you problems

lone ridge
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oh bet ty

last ruin
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Question, are the pride flags supposed to be there for only the month of june?

lucid harbor
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I was planning on making them a 1/5 chance outside of June, but I kinda just forgor

red linden
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pride is forever

lucid harbor
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Fr, but I'll probably reduce it to that 1/5 when I get the time. If I don't do that then I'll have to come up with something else next June, and there's only so many ways that you can pride theme a ghost.

last ruin
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or a way to choose which flags you get

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either would be neat

forest prism
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a better question: can i choose the flag?

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i just want to be proud all year long

last ruin
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don't think so, it's just random each time you die

forest prism
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ouh........

last ruin
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Which is why I think it'd be cool to pick

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cuz I don't identify with the homosexual flag, I'm bi

weary nymph
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i would also appreciate a toggle yoiled

dry wolf
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can i have a pan

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i like pans

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or so im told

lucid harbor
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I probably don't want to make it a toggle, and I also don't want to let people pick a specific flag. My reasoning for this is:

  • Letting you toggle it on and off would feel weird. I'm p sure that you're all wanting that so that you can toggle it to be on all of the time, but I would still feel weird allowing people to opt-out of pride stuff.
  • I think it's important for folks in the queer community to have solidarity and cooperation. It may be silly, but making the pride flag be always randomly assigned is my little way of expressing that. Like, no picking a specific flag, because we're all on the same side, y'know?

I'm open to reasonings for making it a toggle or letting people pick a specific flag, but as of right now those two points make me not want to

marble vessel
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If you choose to let people decide which flag they get you need to set up a global config

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Cus profile codes will give the same one to every player using it

lucid harbor
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That's true

marble vessel
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As far as allowing people to turn it off, I think a good compromise is to either have it on all the time or have it on in the month of June

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Not explicitly disabling it

lucid harbor
last ruin
# lucid harbor I probably don't want to make it a toggle, and I also don't want to let people p...

I want to opt out of pride stuff because I personally don't see myself as most of the ones available and I think for the sake of visual neutrality (just letting ghost heads be ghost heads) it would be better not to have them outside of pride month, but you could just have a way to check the date so that it's still present during pride month! I don't think you should fully remove it, I think it's a super cute addition :]

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I think your reasoning for the randomly picked flags is super reasonable and cute btw, great argument for that

lucid harbor
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That's fair

last ruin
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(to the 1/5, it just feels a little too common esp since I run 4-6 people lobbies usually)

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I'd be fine w a 1/10 tho

lucid harbor
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I like 1/5 because it'll probably be about one person per round. Not super rare, but still a nice surprise

weary nymph
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i dont disagree with your reasoning or anything and i think its a cute addition. but i do think having the option to use the default heads, atleast outside of june, would be preferable. unrelated to pride stuff, i personally prefer the look of the default heads.
i think it would be even more ideal if we could choose which flag to use with the default head being an option, and they would be tied to the person instead of the modpack like morecompany cosmetics, maybe with it being random by default. but your reasoning against that is fair, and it sounds like more work than its worth

main folio
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yeah it ruined the atmosphere for me honestly

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pride rep is good and all but this is a horror game, it kinda takes me out of it

lucid harbor
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It definitely affects the vibe, but I like having pride stuff in June

brazen magnet
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I also would like the Pride stuff turned off outside of June. Nobody is saying you cannot have it during June, but afterwards it quickly overstays its welcome

last ruin
lucid harbor
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Yeah, I just need to get around to it, lost track of time

last ruin
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if people have a problem with it they can fuck off, it's like people beefing over april fools updates

brazen magnet
main folio
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vibe i feel is on by default during june but can be toggled off

brazen magnet
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I would agree

marble vessel
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@lucid harbor got a question abt LCTweaks

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how does it do the drop all function?

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like does it use the same thing that fox and snare flea do?

lucid harbor
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I want to say it uses the same code that the teleporter does, but let me double-check

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Yeah, it calls PlayerControllerB.DropAllHeldItemsAndSync, which is the same thing that the teleporter uses. Why do you ask?

marble vessel
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i'm testing LethalHUD right now, it has an option to show value of each hotbar slot and total

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when it does drop all with your mod it ends up looking like this though

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so i have to let s1ckboy know

lucid harbor
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Hm, okay. Lmk if there's anything I can do on my end

woeful iris
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Its weird this mod doesnt load sometimes for me upon starting up

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Like it just gets stuck trying to load it in the console and not launching the game

lucid harbor
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Some people have been having that issue with the audio files, but it's never been super consistent. If you turn on the setting to get debug logs, you should be able to see where it crashes

last ruin
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Heya, sorry to bother, was that update to change how the pride skins work ever released?

lucid harbor
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Not yet, unfortunately. My friends have been consumed by other games, so it's tricky to convince people to playtest

last ruin
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's all good!

lucid harbor
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Oop, forgot to make a message about it, but the update changing pride head behavior is out now

last ruin
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I saw yeah, super cool!

brazen magnet
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Very nice

blissful idol
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Hello again
Im reporting this for the second time now since it was never fixed but when switching to the pov of a player outside the facility, weather events are not being activated
I know going from inside to outside by itself shouldnt work for displaying the correct weather but when someone is in ghost form they technically still spectate a ground player so they should be affected by weather changes when going in and out of the facility
Anyway, this or simply manual switching (from vanilla pov) should also activate the active weather effect when the player is outside

lucid harbor
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I've looked at that one some, but haven't been able to replicate it myself

blissful idol
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Hmmm, thats strange. Maybe try with Weather registery installed ?

#

Ive experienced it the most with a large lobby of players, with custom weathers installed

lucid harbor
#

It seems like the new update managed to break manifesting for dead players. I'm super busy today so I probably can't work on it, but I should be able to take a crack at it tomorrow. If anyone spots any other issues caused by the new update, please let me know. Thanks!

last ruin
#

oh the new update broke a lot

#

unity update and stuff

lucid harbor
#

Ye

lucid harbor
#

I've just pushed a version that should show up on Thunderstore soon, it fixes the issues with the custom RPC methods all exploding

daring fjord
#

so

lucid harbor
#

Hm, that's unfortunate. Fingers crossed that it gets updated so I don't have to manually replicate it or something like that. The author is pretty active on the server, so I think there's good odds of it getting fixed

brazen magnet
#

I would give people the week, some devs do not have a ton of free time and others have their work cut out for them

lucid harbor
#

That's about what I was thinking, I got fairly lucky that it was just a few RPC methods

opal wolf
#

Hey, for some reason the text is glitching into one another in the spectator menu. I am unsure if any other mods in my pack mess with this text here; Not even LethalHUD does it as far as I know.
Here is my code regardless:
019a2a75-5726-c7fd-0699-47b825d84673

last ruin
#

I also had this issue

lucid harbor
#

Dang, I had some trouble positioning the text when I was setting it up, but thought that I got a decent solution working. Does there happen to be any Poltergeist-related errors in the log?

opal wolf
#

Not that I'd know

lucid harbor
#

I had a chance to do some testing, and it seems like the issues with ghost heads not being in the right location is a weird host-client thing. Everything with the host head seems to work just fine, but the client heads aren't in the right positions/don't play audio properly. I don't know why this is, but I assume it has something to do with the security update.

sweet stirrup
lucid harbor
#

I honestly wonder if it might be the asset bundle. I use a unity synched transform to update player head locations on all clients, but that seems to be the main part that's not working anymore

mellow epoch
#

is it normal on v73 that host doesnt see ghost heads and sound ?

lucid harbor
#

It's a known issue, client heads currently don't sync their positions correctly. I'm trying to figure out what's causing it

lucid harbor
#

Okay, I think I've got it working now. I'll need to do some testing with friends just to make sure that it works, but I should be pushing a fix sometime this week

lucid harbor
#

Nope, turns out I haven't figured it out yet. Now the host's movements are synced for all clients, and the movements of all clients are visible to the host, but clients still can't see other clients move

brazen magnet
#

Progress at least

lucid harbor
#

Tru

last ruin
#

definitely progress!

lucid harbor
#

For some reason it seems like NetworkTransforms overriding OnIsServerAuthoritative to make it client authoritative simply don't work anymore. I've thrown a message out in dev-general to see if anyone can help, but at this rate I'm just going to need to write some RPCs so that clients can move their heads

dry wolf
#

Hmm you might need to edit your csproj a bit cuz my code has a public override while yours is protected

#

You might be using old version of ngo

lucid harbor
#

Hm, okay. I just recently updated my UnityEngine.Modules NuGet to v6000.2.12 because I thought that might be the issue, but maybe that wasn't enough

dry wolf
#

We're not on unity 6

lucid harbor
#

Right, let me see if changing that to 2022.3.62 does anything (I don't see a package for 2022.3.62f2)

#

Actually, it seems like I can remove the Unity NuGet entirely since it's included in the LethalCompany.Gamelibs.Steam one. Unfortunately I still get an error if I try to change the authority on OnIsServerAuthoritative down from protected

#

These are all of the top-level packages that I'm using

#

I was also able to use the UnityExplorer mod to see if the method was being overridden properly and it seems like it is. This is the output on the client's game. However, the server doesn't see them move around, although the client can see the server move

#

This way of doing things doesn't throw any errors though

lucid harbor
#

@dry wolf Would you shoot a link to the repo for your mod where this is working please? I want to see what's different between our .csproj files

lucid harbor
#

Thanks!

lucid harbor
#

Unfortunately, that doesn't seem to have done it. I was able to get the OnIsServerAuthoritative method to be public, but it still isn't working properly for no apparent reason. I might be giving up on this for the day, I have no clue why making it owner authoritative doesn't seem to actually make it owner authoritative

lucid harbor
#

To clarify, I basically copied your "Primary package references" section, deleting the ones for LLL, terminal formatter, better saves, and the dawnlib packages.

dry wolf
#

Hmm

#

Weird

#

Also it might be siller but try your mod with DawnLib installed

#

There might be a thing going on that I forgot about

lucid harbor
#

I'll try both of those in a while, just booted up a game to take a break

dry wolf
#

Fair enuff

lucid harbor
lucid harbor
#

It works via R2ModMan, so I clearly must have done something wrong. One sec while I figure it out

#

Got DawnLib to work (I think). No change in behavior, even with the copy-pasted ClientNetworkTransform component

dry wolf
#

hmmm

#

okay no idea then im sorry

#

you'll have to do this the manual way

lucid harbor
#

It do be like that, thanks for trying to help tho!

dry wolf
#

like the only other thing i could think of is using the component directly from dawnlib

#

though to be honest i havent checked if it works since v72

#

easy way would be seeing if the hoverboard in CR spams the same errors as yours does

lucid harbor
#

I was gonna ask if you're 100% sure that your version works. All of my stuff worked perfectly fine before v73

dry wolf
#

but cant check rn

#

yeah im not 100%

lucid harbor
#

Security update does a minor amount of trolling (breaking things in such a way as to directly contradict Unity docs)

lucid harbor
#

Okay, got a super basic RPC-based transform working. It's fairly jittery because I'm not using any form of interpolation rn, but we'll see in testing if it's enough jitter to warrant more effort

last ruin
#

small question, did the button to light up the interior in polter get removed?

#

i can't seem to brighten up the screen when spectating in polter freecam

lucid harbor
#

I haven't noticed anything going wrong with it, should be LMB by default

last ruin
#

ye im trying LMB rn and it's not workin' :[

lucid harbor
#

Check your keybinds, maybe it's different. Or press H for the help menu

last ruin
#

oh it is working, it's just really really subtle

#

barely a difference

lucid harbor
#

You can up the intensity in the config

last ruin
#

it seems to work fine outside, though

last ruin
lucid harbor
#

Weird. I remember a problem like that before, but I thought I fixed it

last ruin
#

yea i thought it was related to if you were spectating someone that was outside before freecaming to inside

#

but i've been switching between and there's no difference

blissful idol
#

Hi
I got a request
I know this mod has some issues rn but i really want the prop interaction to be improved cause right now it's causing all sorts of issues with specific items (esp items that sync their effect already themselves)
On this file : https://github.com/coderCleric/Poltergeist/blob/main/LethalCompanyTemplate/GhostInteractibles/Specific/PropInteractible.cs
The ItemActivate code is automatically synced at all times which is bad because thats not the case in vanilla
In vanilla, the ItemActivate function is not synced by default unless itemProperties.syncUseFunction is true, in which case then it will sync
I expect the Poltergeist mod to not sync ItemActivate unless itemProperties.syncUseFunction is true, so please fix that, it's causing multiple unwanted rpcs calls with items that already have a synced action

lucid harbor
#

What sorts of items is this causing issues with?

blissful idol
#

Any NoisemakerProp that have itemProperties.syncUseFunction set to false

#

In vanilla there is none, but in some mods there is some

lucid harbor
#

Can you give a more specific example? I plan to implement your suggestion, but I want to have a specific item I can look at to make sure that things end up working properly.

blissful idol
#

You can take a look at the Fake airhorn or The King both from PremiumScraps, i added compat to Poltergeist interaction recently by changing null playerHeldBy checks but those items already sync their effect manually with itemProperties.syncUseFunction set to false, so using a ghost interaction on it will activate it once per connected players which is obviously not expected

lucid harbor
#

Yeah, sounds like it should be a p simple fix. Thanks for reporting the issue!

blissful idol
#

No problem šŸ™‚

agile vessel
#

will this mod be fixed? my friends can never hear the noises i make nor see the apparations, opening doors and annoying creatures works tho. It does seem to work sometimes with other players

lucid harbor
cerulean seal
#

hey soooo

#

sooo

#

im having a really niche issue

#

wait

#

hold on that thought

#

gonna test somethign first

#

ok well uhm

#

so the thing is

#

poltergeist takes like 10 mins and eats ALL my ram while loading

#

takes 10 mins to load

#

like, crazy omg

#

but i just tested and it doesnt happen alone

#

and im also like the only person in the world with that issue

#

so

#

its weird

#

i thought it was something in my pack

#

but i just tested turtle's pack and had the same issue

#

takes waaaaaaaay too long to load

#

like its crazy

#

and freezes my entire pc

#

but with the mod alone its fine so maybe an incompatibility?

#

a very niche one that only affects me, maybe hardware or software dependant idk

cerulean seal
#

if anyone has even a clue it would help a lot

#

i cant really send logs either since its just the mod loading

#

nothing else

#

unless there is a way to see what exactly is being loaded on the mod idk

blissful idol
#

I dont have this problem but yesterday when playing with friends, i got 10 GB or RAM eaten by the game (213 mods)
One of my friends had the same issue as you and the PC just closed the game automatically to save ram

#

Not a poltergeist issue tho

cerulean seal
#

but same issue as in, stuck in poltergeist loading?

#

or what

#

because every mod takes like less than a second to load, at most 5 seconds if its too big like wesleys

#

but when its poltergeist turn

#

10 minutes

#

its crazy

lucid harbor
#

That being said though I have no clue what would cause Poltergeist to do that, I've never seen it happen

cerulean seal
#

ill try that next time

#

see if i can find something

reef night
#

Unless its cause of Dawnlibs updates. @cerulean seal i know dawnlib had an issue yesterday and released a second update. If you cant reproduce the issue maybe that was the case.

dry wolf
#

the DawnLib issue would've not allowed you to land anyway

reef night
dry wolf
#

i mean, i dont touch any loading, so it's definitely not

#

no reason for RAM to spike with nothing being loaded at the beginning

daring fjord
#

I might know what the issue is pacoito brought it up to me

daring fjord
#

If you have the config option on in poltergeist to load the default sounds it apparently causes some odd issues

#

I ended up disabling it per his suggestion

#

I’m not even sure what it does because even with it off the pester sounds and stuff all still play

reef night
#

Maybe its the sound effects?

#

Since it plays vanilla sounds from the game

daring fjord
#

Maybe, it might be for the manifest stuff which right now the heads don’t sync up anyways so you won’t ever hear that sound regardless

lucid harbor
#

It should disable the default sounds that occur when you press v to make noises (or whatever you have that bound to)

daring fjord
#

Ahhh

lucid harbor
#

But yeah, it has no real effect rn due to the head malfunction

daring fjord
#

I personally have gotten so used to not seeing the heads I forget they were a thing at times now

#

Lol

#

What caused them to break anyways?

lucid harbor
#

Something with the security update, I can't get NetworkTransforms to be movable by anyone but the host anymore. It means I'll need to do the syncing manually

daring fjord
#

Hmmmm šŸ¤”

#

Definitely quite an odd issue, I always would have figured they were registered in some other way since I haven’t heard of NeteworkTransforms being used too often. I would guess the netcode version the game uses being bumped up changed something or the specific version the game is now using just has a bug relating to that lol

lucid harbor
#

Probably something like that. It's a shame, they worked really well in this mod

cerulean seal
#

Nonono its not Dawnlib

#

This issue i have had since v69 or v70

#

Well, since the first time i used poltergeist

#

Yeah v70

blissful idol
#

??

cerulean seal
#

Hii

#

Idk

#

Im gonna try and check today if i have time

cerulean seal
#

wai wtf

#

now its fine

#

i swear it used to happen every time

#

on multiple modpacks

#

but now its fine im so confused

#

yeah no idea tbh,maybe after trying it alone something magically fixed itself idk im so confused, whenever i redo my modpack ill check if its still happening, but really weird

#

thanks for the help tho

#

we love it when something fixes itself because yes

lucid harbor
#

Lol, glad that it worked out

lucid harbor
#

V1.2.9

  • Fixed an issue where client ghost heads did not sync properly.
    • If you were having issues with ghost sounds and manifesting not working, this should fix that.
  • Fixed an issue that occurred where some modded scrap would trigger multiple times, if used by a ghost.
  • Improved debug messages concerning the loading of audio.
#

Unfortunately, the ghost heads are a bit jittery now, but they should at least sync for everyone

last ruin
#

Ayyy thank you cleric, very cool

lucid harbor
#

I did a decent amount of testing, but tbh I'm still a little suspicious that it might have some edge cases. If anyone notices anything unusual with the head syncing please do let me know.

lucid harbor
#

Probably not gonna have time to work on it today, but I do plan to spend a good deal of this week making sure that Poltergeist works with the new beta

brazen magnet
#

Epic

lucid harbor
#

Okay, got a prerelease that at the very least runs up on the GitHub repo. It can be downloaded from https://github.com/coderCleric/Poltergeist/releases/tag/v1.2.10-pre.1 and then manually installed. If anyone tries it out, please let me know of any issues that you find.

Some notes that I already have:

  • Navigating interiors kinda sucks due to the culling, I plan to make a config setting that disables the culling while you're flying around
  • ||While I haven't tested it in-game, Cadaver Blooms seem hard-coded to always take 1 damage from any attack, regardless of the actual attack power. I'll need to investigate this and see if it's fun or if it gives the ghosts too much influence||
GitHub

Fixed issues that were making the mod fail to load at all. Did some rudimentary testing, but may have bugs.

solid elk
#

Just tried using this in my modpack and I was able to fly around and pester some bees. So at first look, it seems to work

lucid harbor
#

Nice!

lucid harbor
#

Alright, I've pushed full releases for both Poltergeist and LCTweaks. I still have some work to do on Poltergeist, but it should at least run now.

solid elk
#

Have you figured out the Culling and ||cadaver bloom|| problem?

lucid harbor
#

I've started looking into the culling issue and think I have a good solution. That enemy is gonna be a bit more involved though, I have no idea why it's hard-coded to always take one damage

last ruin
#

hi coder!! thanks for updating :D

#

hope you're doing well

lucid harbor
#

Np! I'm doing p well, hope you are too

brazen magnet
last ruin
lucid harbor
lucid harbor
last ruin
#

i'm pretty sure sapsucker and maneater have capped damage

#

but there's probably something in how it's done that's different

lucid harbor
#

Ghosts can't kill those two, which is what I really care about

last ruin
#

yerr

lucid harbor
native idol
lucid harbor
#

Yeah, but that disables all pestering on the enemy

native idol
native idol
#

I would assume this is how it normally works

Damage is dealt to monster = monster loses health and cause the method that makes it mad

But you could skip the damage dealt one and just go straight to the effect

lucid harbor
#

The issue is that many monsters have the "getting mad" part tangled up with the taking of damage, so I'd need to write a custom thing for every individual monster (which would then not work on modded ones)

To get around this, pestering just hits a monster for 0 damage. This means you get all the effects of hitting the monster, but don't actually damage them

||Cadaver blooms||, however, are a bit special. For some reason they completely ignore whatever damage they're told to take and always take 1 instead. If they're hit with a shovel, they take one damage. Pestered by a ghost? One damage. Struck by lightning? One damage.

My idea on how to fix this is just to patch their hit function to heal them for 1 point if they take a hit that should deal 0 damage. That way their health at the end is the same as it was at the start. The issue is that, if another mod tries to make them take 0 damage from the hit (like the one above), then ghosts pestering them will actually heal them every time

lucid harbor
lucid harbor
#

V1.2.11

  • Fixed a bug where adult maneaters were impossible to pester.
  • Fixed a bug where ghosts could kill certain enemies.
  • Replaced vanilla dungeon culling with a distance-based method when the player is in freecam.
    • Added a client-side config option to determine how far away rooms will render.
solid elk
#

Feature suggestion:
I really like the feature where you automatically get set in the poltergeist mode after you die. It leads to moments where I run away from a dog and my ghost keeps running away but my body is getting mauled behind me.
The only thing that sucks is that some deaths are really funny when the camera follows the body, like when you get struck by lighting and get sent to space or when you get killed by the fox and the camera follows your severed head as the fox gulps it down.
I thought i'd be nice to have the option to have the death animation play out and only send you into poltergeist mode once you would have normally switched to the vanilla spectate screen.

lucid harbor
solid elk
#

Well no
To say it differently: Have it switch to poltergeist view, once the camera is done tracking the corpse

lucid harbor
#

Ah, okay, I understand what you're saying now. I honestly don't anticipate adding that as a feature since it can be approximated pretty well by defaulting to vanilla, and I'm pretty much just maintaining this mod at this point (tbh I rarely play LC anymore)

solid elk
#

Yeah you right, I really appreciate you updating the modyoiled

lucid harbor
#

Thanks! I want to keep it operational at the very least, I know a good deal of people enjoy it

civic marten
#

feature suggestion:
MoreCompany support! and ghost color customization.
MoreCompany support would simply add the hats from your MoreCompany cosmetics to your ghost's head.
Color Customization would allow you to edit the color of your ghost so you can be more distinguishable.
I think these would be pretty sick additions for customization, which is something this mod does sort of lack in terms of appearance.
lmk your thoughts!

cerulean seal
#

colors already exist iirc

#

but morecompany cosmetics would be neat hehe

civic marten
cerulean seal
#

idk if thats on lethalconfig or where, i might be confusing myself tho, i do know theres like pride flags that your head can have (i have rainbow :3) but idk if you can pick specific colors

civic marten
#

I see, that would be another cool thing to add to color customization.

#

texture customization.

solid elk
#

Oh that be so cool, then I would still have my nerd emoji face šŸ¤“

lucid harbor
#

Supporting more company cosmetics would be cool, I might have to look into that one

last ruin
#

last time I checked atleast

cerulean seal
#

but i forgor how

last ruin
#

by being gay enough

lucid harbor
#

I don't think you can choose your ghost color, I specifically left that out

solid elk
#

Oh yeah, I also remember that I have never activated the pride settings for the cool flag colors but we randomly still get them

#

Do yall also have that?

last ruin
#

Yeah, cleric didn't want to completely remove the pride ghosts so they still show up randomly sometimes

#

it's intended behavior

solid elk
#

Yeah I figured that, that’s cool

visual spear
#
Stack trace:
Poltergeist.Patches.CancelCulling (DunGen.Tile tile, System.Boolean& visible) (at <276baa8006cb4e8685fee173955840c1>:IL_0008)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::SetTileVisibility>(AdjacentRoomCullingModified,DunGen.Tile,bool)
Poltergeist.Patches.CullEveryFrame (AdjacentRoomCullingModified __instance) (at <276baa8006cb4e8685fee173955840c1>:IL_0025)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::LateUpdate>(AdjacentRoomCullingModified)

[Error  : Unity Log] NullReferenceException
Stack trace:
Poltergeist.Patches.CancelCulling (DunGen.Tile tile, System.Boolean& visible) (at <276baa8006cb4e8685fee173955840c1>:IL_0008)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::SetTileVisibility>(AdjacentRoomCullingModified,DunGen.Tile,bool)
Poltergeist.Patches.CullEveryFrame (AdjacentRoomCullingModified __instance) (at <276baa8006cb4e8685fee173955840c1>:IL_0025)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::LateUpdate>(AdjacentRoomCullingModified)

[Error  : Unity Log] NullReferenceException
Stack trace:
Poltergeist.Patches.CancelCulling (DunGen.Tile tile, System.Boolean& visible) (at <276baa8006cb4e8685fee173955840c1>:IL_0008)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::SetTileVisibility>(AdjacentRoomCullingModified,DunGen.Tile,bool)
Poltergeist.Patches.CullEveryFrame (AdjacentRoomCullingModified __instance) (at <276baa8006cb4e8685fee173955840c1>:IL_0025)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::LateUpdate>(AdjacentRoomCullingModified)

[Error  : Unity Log] NullReferenceException
Stack trace:
Poltergeist.Patches.CancelCulling (DunGen.Tile tile, System.Boolean& visible) (at <276baa8006cb4e8685fee173955840c1>:IL_0008)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::SetTileVisibility>(AdjacentRoomCullingModified,DunGen.Tile,bool)
Poltergeist.Patches.CullEveryFrame (AdjacentRoomCullingModified __instance) (at <276baa8006cb4e8685fee173955840c1>:IL_0025)
(wrapper dynamic-method) AdjacentRoomCullingModified.DMD<AdjacentRoomCullingModified::LateUpdate>(AdjacentRoomCullingModified)```
Anyone know what may be the cause of that?
lucid harbor
#

Maybe a null tile?

#

When did this happen?

visual spear
#

during respawn after death

lucid harbor
#

Mm, okay, I think I know what happened. I don't think it should be game breaking, but I'll try and get a patch out

pure heath
#

hello.. polterguy..

#

i will post a demonstrational video..

#

second half is without

lucid harbor
#

Huh, that's a weird one

#

Kinda looks like the post processing effects from the ghostheads are leaking through in that case

pure heath
#

IT WAS FIXED BY IMMERSEIVE ENTRANCE DEV!!! YOU WERE RIGHT!!!

lucid harbor
#

Nice!

faint obsidian
lucid harbor
#

I'll try and work on it today