#Poltergeist
1545 messages Ā· Page 2 of 2 (latest)
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
oh really? I honestly never noticed the icons getting darker ever
Maybe it got fixed at one point? Was definitely a problem in one version
maybe, but I think radar dots are fully emmissive at this point
atleast they seem to be
I'd have to check, but I'll keep that in mind then
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
thanks for considering the ideas though :]
Thanks for the ideas!
I'm looking into different colors for this reason specifically
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
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 š
hmm gotcha
honorary mention red, doesn't look like Shit literally but it blends in with monsters so that's a big no
oh and I tweaked this one a lil so it's easier to tell which is which between 80 and 60
That one is kinda neat
you must someday teach me your dark magic coloring skills someday so I may have easily distinguishable health indicating radar dots at my disposal
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
For reference, these are the ones I use rn
the moment you said unity i got heart palpitations and died
oo didn't know there were so many, good to know
it just gives you access to stuff as if you were using unity
The differences don't all show up super well
similar to imperium menu but like more info and stuff
God I love that mod, it's so useful
yep
unity without unity? sign me up 
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?
Yep! There's a sounds folder in the mod folder, it should say in the readme
:) excellent, thank you
im about to replace all of them with overwatch voice lines and then not say anything to my friends about it
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
will it send those files with the thunderstore code for the modpack?
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.
yee i will do some testing. thank!
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
sad
damn, day ruined
What if we changed the files to be in-game vanilla noises? Would those work?
they already are (some atleast)
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
@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.
With mod:
Without mod (Vanilla):
That's really weird
hold on I can get a closer color diff image
My guess is that the ghost light just changes how some of the lights look slightly
Is there anyway you can fix this because its been bothering me for awhile 
I can try? I'm honestly not sure what causes it, but I can tinker
Thanks
But this is not using the ghost light and not as a ghost,
Would setting the light intensity to 0 fix it?
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
@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
Are you using the nuget packages?
Are you using visual studio?
yes
Under "project" at the top, you should see a "manage nuget packages". I use these ones, you should be able to search them
I could not get bepinex.analyzers, and bepinex.plugininfoprops
so its still giving me these two
I only find this one but its for risk of rain and not by bepinex
I don't think I've ever seen that AssemblyInfo.cs file
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]
Are you sure that you cloned the repo correctly? I don't have that file or that folder
And I don't see them in the repo
Now there is this one error
The namespace 'Poltergeist.GhostInteractibles.Specific' already contains a definition for 'CostType'
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
Oh I figured it out, I think this file was also generated somehow like the AssemblyInfo.cs.
Because I dont see it in the repo
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 postāprocessing 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 colorāgrading 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 prefabās 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 postāprocessing effects reduced the sceneās 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 youāre alive.
# "
Hope this helps fixing the issue
I'll try it later
Let me know if you need anything else
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.
That solution didn't quite do it, but it did lead me to something that did, so thanks! I intend to have a patch out before the end of the day
Will there be the feature to toggle which monsters can be pestered and toggle what actions the ghost can do like playing sound in this update?
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
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 š
I'll consider those changes, but I don't know that there's a way to make the sound files transfer via the mod code. I think there might be some sort of format you can do so that a released mod can add sounds, but I'm not 100% sure. This mod claims to do so, so maybe you can figure out what it does:
https://thunderstore.io/c/lethal-company/p/ratty/Poltergeist_RatSounds/
Also, glad that you're enjoying the mod so much! I probably should have lead with that š
Thank you I'll test it and use this method if it works !
i did a test a few weeks ago where i replaced all the sound files with Overwatch voice lines and unfortunately i was the only person who could hear them, even though i gave my friends the modpack code after replacing the files
Yes indeed and the method from above doesnāt work either unfortunately
Dang, I hoped that it would
I will check tomorrow whether the mod Iāve uploaded gets removed or not, if it doesnāt it could be a convenient way to share sound files
I'm a little confused, did making a soundpack mod work or not?
From what Iāve tested, the soundpack alone doesnāt work, but Maybe reuploading the entire mod in private and adding the custom sounds works
Can confirm the sound pack mod doesnāt work. I used that mod as a base for a mod I made for myself and couldnāt get that to work either
I assume there needs to be a way for the mod to detect other sounds folders from separate mods
Love the mod though! My groups been having fun with it
This would likely be the solution that I would need to implement
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 ! š
That would probably be doable, but it playing random sounds is part of the intention. Playing specific ones would make communication too easy
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)
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
other mods have files in other places im pretty sure.
like this..
so maybe look at what those mods are doing to get those files there? i d k
Good to know
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
This keeps spamming for some reason
That's weird, I thought that bug was fixed. Ig lmk if it happens again, hopefully it's just a fluke
just to clarify I made this as a test and it didn't work and I never looked into it lmao I should of removed it but I forgot
For the record it just added little sound bites my friends found funny but I made it while sleep deprived and so it's cooked
Hey I was wondering if it's possible to make Poltergeist not have the ability to go through walls
Not in the current version of the mod, and I honestly don't intend to implement that
alright
@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.
Those aren't the internal names of those enemies
Those are the names of the ai scripts
Oh, well yeah then the names of the AI scripts
because "Masked" does not work, but "MaskedPlayerEnemy" works
The blacklist?
Because I already got it working with just enemy script
It skips making the pester thing for that one and moves on
yes but you shouldnt do it with script name
modded enemies can use the same script
and be different enemies
I don't know how to get that to be honest. I'm also sorry, but I actually just implemented the black list system š
Oh you did?
I probably have one more feature that I want to do before I release that update, so it'll probably be tomorrow
I just spent all day figuring this out lol.
Sorry! š
Will it just use the names that mods like central config and lethal level loader use? Like Masked instead of MaskedPlayerEnemy.
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
As an example, the sapsuckers are something like "GiantKiwiBird"
Could you add a config for these things
disabling audio for example would remove the text and the ability to do it
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
But yeah, blacklisting for pestering should be coming out soon
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.
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?
So that other people that donāt know much about config donāt need to disable it. It makes a big difference when people can just stun a masked from killing somebody. But it does not matter for me because Iāll just turn it off myself.
That's fair. I probably won't disable it by default, since that's intended as something that you can do
Is this pushed to github? I can take a look at it
yeah
it's one of the two enemies where pestering is actually helpful
it gives ghosts shit to do lol
//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();
But you can spam pester it and make the enemy not be dangerous which ruins the point
its a mod you play with friends, just have house rules or blacklist it for your own pack
not EVERYONE's pack
I know I was just saying the reason
fair enough ig
Make the cost of pestering higher, lmao
I usually have pester at 50
But you cannot change the cost for specific enemies
And still if there is a lot of people then it does not matter
the schizophrenic masked getting pestered by me:
Then have it be higher
Pestering is supposed to anger the monster, but pestering a masked just stuns it
or lower the speed of regen
But it would raise it for all monsters
i dont think pestering is "supposed" to do anything specific
Itās pestering something
yes
Hoping that it activates its anger phase
you're hoping that
And kills the person
why would the dev of this mod allow it for masked if this was the clear definition of what they're trying to do
its your own version of what you want it to be, which is fine, but its just not
I donāt know maybe they did not try it with all enemies, and because they have not setup a blacklist before
Pestering a mask ruins the fear
Because you can just stop it from killing somebody
wel im not the dev so i wont speak for them, but i highly doubt this was an oversight
pester only does whatever hitting it w a shovel would do
ye exactly
it doesn't serve a specific purpose
Pestering is like being annoying, and when you be annoying to a enemy it Aggros
or if you're annoying to the masked it temporarily lets go of the player its holding
It doesnāt really matter you can do what you want with it since itās going to be a config.
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
It doesn't look like this actually gets the common name. The common name for the woodpecker should be "Giant Sapsucker", but this field stores "GiantKiwi". It looks like I can find the info in the scan node though
Uh I wouldn't use scan node name
Not all entities have a scannode
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
It's definitely a lot more reliable than gameobject name or SO.name as well
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
I would personally say that's over engineering it a bit
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
But it might get confusing if you're handling names from different directions and calling something a "common name" for example
That's fair
Is there a risk with this code that a modded enemy will have the same type name as a vanilla one? For instance, if someone makes an enemy based on the bracken and mostly copies the bracken's enemy type
I've never made a custom enemy before, so I'm not sure what the common practice is
If they copy paste the brackens name then they're doing something wrong but I haven't seen anyone do that
you would hope they change the name if its essentially different.
cant say about brackens, but with Masked, pretty sure the few "different" masked there are are they are renamed to different names.
like there is GhostPlayer from Ooblaterra
Cool, I'll use that method of getting the internal name then
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
yes
Just pushed an update that adds the blacklist for pestering, and also makes it possible for soundpacks to actually work
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
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
I've meant to do it for a while now, just never got around to it
Has anyone had any luck with using a sound pack mod to add more sounds? Anytime I used my mod the game wouldnāt even open, wondering if I structured the files wrong
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
I know this one works, so you should be able to check its structure
https://thunderstore.io/c/lethal-company/p/Raime000/Spooky_Poltergeist_Soundpack/
Oh cool thanks! Iāll check it out later
There should also be a debug option in the configs so you can see where exactly poltergeist is failing
Oh perfect Iāll try that out too
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
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
wack
I also swapped all my audio files to .ogg just to be safe since thats what the mod you sent used
not the solution I expected but hey I'll take it
oh wait nvm I lied somehow my test mod got removed LMAO
ignore all previous statements
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
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
oh bet ty
Question, are the pride flags supposed to be there for only the month of june?
I was planning on making them a 1/5 chance outside of June, but I kinda just forgor
pride is forever
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.
a toggle would be nice š š
or a way to choose which flags you get
either would be neat
don't think so, it's just random each time you die
ouh........
Which is why I think it'd be cool to pick
cuz I don't identify with the homosexual flag, I'm bi
i would also appreciate a toggle 
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
If you choose to let people decide which flag they get you need to set up a global config
Cus profile codes will give the same one to every player using it
That's true
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
Not explicitly disabling it
they are very fair points
I could be amicable to that tbh. Still keep it at the 1/5 chance outside of June as well
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 :]
I think your reasoning for the randomly picked flags is super reasonable and cute btw, great argument for that
I second this
That's fair
I disagree but that's your choice
(to the 1/5, it just feels a little too common esp since I run 4-6 people lobbies usually)
I'd be fine w a 1/10 tho
I like 1/5 because it'll probably be about one person per round. Not super rare, but still a nice surprise
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
yeah it ruined the atmosphere for me honestly
pride rep is good and all but this is a horror game, it kinda takes me out of it
It definitely affects the vibe, but I like having pride stuff in June
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
100% should be there in June
Yeah, I just need to get around to it, lost track of time
if people have a problem with it they can fuck off, it's like people beefing over april fools updates
Ye
vibe i feel is on by default during june but can be toggled off
I would agree
@lucid harbor got a question abt LCTweaks
how does it do the drop all function?
like does it use the same thing that fox and snare flea do?
I want to say it uses the same code that the teleporter does, but let me double-check
Yeah, it calls PlayerControllerB.DropAllHeldItemsAndSync, which is the same thing that the teleporter uses. Why do you ask?
i'm testing LethalHUD right now, it has an option to show value of each hotbar slot and total
when it does drop all with your mod it ends up looking like this though
so i have to let s1ckboy know
Hm, okay. Lmk if there's anything I can do on my end
Its weird this mod doesnt load sometimes for me upon starting up
Like it just gets stuck trying to load it in the console and not launching the game
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
Heya, sorry to bother, was that update to change how the pride skins work ever released?
Not yet, unfortunately. My friends have been consumed by other games, so it's tricky to convince people to playtest
's all good!
Oop, forgot to make a message about it, but the update changing pride head behavior is out now
I saw yeah, super cool!
Very nice
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
I've looked at that one some, but haven't been able to replicate it myself
Hmmm, thats strange. Maybe try with Weather registery installed ?
Ive experienced it the most with a large lobby of players, with custom weathers installed
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!
Ye
I've just pushed a version that should show up on Thunderstore soon, it fixes the issues with the custom RPC methods all exploding
CSync is bricked on V73 though
so
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
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
That's about what I was thinking, I got fairly lucky that it was just a few RPC methods
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
I also had this issue
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?
Not that I'd know
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.
updated netcode patcher? sounds like desync, which if you use netcode patcher and didnt update it, that would explain that.
edit: nvm, i can see you did that in your code o.o
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
is it normal on v73 that host doesnt see ghost heads and sound ?
It's a known issue, client heads currently don't sync their positions correctly. I'm trying to figure out what's causing it
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
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
Progress at least
Tru
definitely progress!
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
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
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
We're not on unity 6
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
@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
Thanks!
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
To clarify, I basically copied your "Primary package references" section, deleting the ones for LLL, terminal formatter, better saves, and the dawnlib packages.
Hmm
Weird
https://github.com/TeamXiaolan/DawnLib/blob/main/DawnLib/src/Utils/MiscScripts/ClientNetworkTransform.cs this might be silly but you can try copy pasting this
Contribute to TeamXiaolan/DawnLib development by creating an account on GitHub.
Also it might be siller but try your mod with DawnLib installed
There might be a thing going on that I forgot about
I'll try both of those in a while, just booted up a game to take a break
Fair enuff
I tried just copying the class that you linked to, but that led to the same results as just using my custom class. When attempting to use DawnLib, I got some errors as soon as I launched the game. Note that I am doing a manual install so it's quite possible that I made some mistakes, but I was careful to install all of the dependencies.
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
It do be like that, thanks for trying to help tho!
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
I was gonna ask if you're 100% sure that your version works. All of my stuff worked perfectly fine before v73
Security update does a minor amount of trolling (breaking things in such a way as to directly contradict Unity docs)
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
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
I haven't noticed anything going wrong with it, should be LMB by default
ye im trying LMB rn and it's not workin' :[
Check your keybinds, maybe it's different. Or press H for the help menu
oh it is working, it's just really really subtle
Watch polterLight by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
barely a difference
You can up the intensity in the config
it seems to work fine outside, though
yeah but then i'll blind myself w the outside light :/
Weird. I remember a problem like that before, but I thought I fixed it
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
Watch outsidefine by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
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
What sorts of items is this causing issues with?
Any NoisemakerProp that have itemProperties.syncUseFunction set to false
In vanilla there is none, but in some mods there is some
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.
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
I think to fix that you can just add this
if (prop.itemProperties.syncUseFunction)
InteractServerRpc((int)SpectatorCamController.instance.ClientPlayer.playerClientId, prop.isBeingUsed);
Yeah, sounds like it should be a p simple fix. Thanks for reporting the issue!
No problem š
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
Work is being done to see it fixed. I think I have a solution, but I need to arrange for a test. The issue is that the head positions of non-host players are not synced properly, so actions that are dependent on the head position (such as playing audio or manifesting) are currently not working for non-host players.
i see, thanks for answering!
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
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
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
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
If you turn on debug messages on the config it should say a lot of what gets loaded
That being said though I have no clue what would cause Poltergeist to do that, I've never seen it happen
Same, unless you just recently update poltergeist. I've not ran into it yet. Doesn't mean there isnt a weird incompatibility with something though.
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.
the DawnLib issue would've not allowed you to land anyway
Thats why im wondering if maybe that was the issue and not poltergeist. Cause I know you fixed Dawnlib so curious if they still have the problem.
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
I might know what the issue is pacoito brought it up to me
Valid.
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
Iām not even sure what it does because even with it off the pester sounds and stuff all still play
Maybe, it might be for the manifest stuff which right now the heads donāt sync up anyways so you wonāt ever hear that sound regardless
It should disable the default sounds that occur when you press v to make noises (or whatever you have that bound to)
Ahhh
But yeah, it has no real effect rn due to the head malfunction
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?
Yeah... I need to lock in and get that fixed...
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
Hmmmm š¤
Definitely quite an odd issue, I always would have figured they were registered in some other way since I havenāt 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
Probably something like that. It's a shame, they worked really well in this mod
Nonono its not Dawnlib
This issue i have had since v69 or v70
Well, since the first time i used poltergeist
Yeah v70
??
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
Lol, glad that it worked out
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
Ayyy thank you cleric, very cool
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.
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
Epic
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||
Fixed issues that were making the mod fail to load at all. Did some rudimentary testing, but may have bugs.
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
Nice!
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.
Have you figured out the Culling and ||cadaver bloom|| problem?
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
Np! I'm doing p well, hope you are too
isn't the sapsucker and maneater also that way? what's done differently with the blooms in this case?
Ooh, I might not want to use them as a dependency, but I'll probably steal their solution and cite them or smth
I don't believe so, at least when it comes to actually taking damage and dying
i'm pretty sure sapsucker and maneater have capped damage
but there's probably something in how it's done that's different
Ghosts can't kill those two, which is what I really care about
yerr
I have an idea for how to prevent ghosts from ||killing cadaver blooms||, but it would interfere with mods that just make them take normal damage (like the one above). I'm trying to decide if I should implement it, or just let people download mods that address the cadaver bloom specifically
Canāt it just be disabled in the pester ignore enemy config?
Yeah, but that disables all pestering on the enemy
Why not just make it deal like a very small amount of damage
Or a smarter way is triggering the effect that happens when it takes damage instead of just dealing damage
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
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
Also, finally went to actually check both of these enemies. The sapsucker seems to respect the damage that it's dealt, but you're totally right that the maneaters also always take 1 damage for some reason, not sure how I didn't notice that
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.
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.
Unless I misunderstand what you're saying, this should be covered by the DefaultToVanilla config option
Well no
To say it differently: Have it switch to poltergeist view, once the camera is done tracking the corpse
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)
Yeah you right, I really appreciate you updating the mod
Thanks! I want to keep it operational at the very least, I know a good deal of people enjoy it
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!
how do I edit them?
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
I see, that would be another cool thing to add to color customization.
texture customization.
Oh that be so cool, then I would still have my nerd emoji face š¤
Supporting more company cosmetics would be cool, I might have to look into that one
I don't think you can pick colors, they're just random every time
last time I checked atleast
I vouch
i was able to choose mine :3
but i forgor how
I don't think you can choose your ghost color, I specifically left that out
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?
Yeah, cleric didn't want to completely remove the pride ghosts so they still show up randomly sometimes
it's intended behavior
Yeah I figured that, thatās cool
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?
during respawn after death
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
hello.. polterguy..
your mod makes https://discord.com/channels/1168655651455639582/1501761071067693137 go.. green..
i will post a demonstrational video..
first half is with your mod installed
second half is without
Huh, that's a weird one
Kinda looks like the post processing effects from the ghostheads are leaking through in that case
IT WAS FIXED BY IMMERSEIVE ENTRANCE DEV!!! YOU WERE RIGHT!!!
Nice!
Hello. It is breaking... It's breaking the history of BepInEx console because it manages to throw this error at least 1000 times while performance report is shown.
Hope you can patch that 
I'll try and work on it today