#Imperium
1 messages ยท Page 5 of 1
eva chill but it's hamunii who's maintaing it nowdays
Eba laid a pretty solid foundation, LL is very solid for registering content, just don't look at the codebase
i mean the codebase of 95% of mods is cursed af
The main problem is just a loooooot of copy paste
LLL was introduced post eba working on LL
there was a tiny overlap
So stuff like registering enemies in LLL moons is a weird copy paste
Yeah probably
okay wait but so you are saying I am just able to use this instead of having to go through the bucketing and indexing of custom content?
right
okay i might go with the generic approach and keep the LLL system in the back of my head for now
I wonder how people test their added things when its not by spawning it
We do spawn it, unless it's map objects... then u crank up the spawns and go into the interior loo
Lol*
yeah i guess
well now you can spawn them too
idk nobody ever asked for this feature, I only added it as a preparation for the level editor
Is this normal? I'm being spammed with that and my game become laggy
I'm currently testing my modpack but I'm no developer, so idk what that means.
its a weird internal error, most likely caused by some incompatibility
ill have a look later
ahh okay, I'll try to find the culprit the. since I'm only enabling a couple of mods it might be easy to find
Idk how to recreate that error tho ๐
will there be an update to make imperium host only any time soon?
wdym with host only?
that only the host requires the mod to use it, because other people cant join me when i have the mod installed
that should have been fixed in v0.2.3, but I'd not recommend it anwyays as a lot ot things won't work / will desync if only the host as it
i would recommend downloading it on all clients
yeah but i wanna use it to troll
theres a setting that allows the host to disable imperium for clients, so only you can use it
well it should technically work with the new version if you also have the newest version of lethal network api
well a lot of things require client synchronization like changing the weather or teleporting players or items
because there is no vanilla way to just do that as the host
well changing weather or teleport stuff except for me was something i was planning on doing anyways lol
but everything else mostly works fine?
spawning entities should work if thats what youre after
not sure what else you would want to do to troll
and turrets and stuff like that works fine?
aight thanks
imperium is causing the cruiser to infinitely boost even without the setting enabled
the only other cruiser mod im using is cruiser improved
turning off imperium lets me rock the car like normal
giosuel stop feeding my car steroids 
yeah I knew something was up, I'll have a look, thx
๐
wait sorry for the reply so late but does everyone need the lethal network api installed? or is it completely host only?
only the people that have imperium also need lethal network api
ok nice
and also when i start modded can people without bepinex and all that also join?
or will that version error appear
that depends on the mods you are using
well i have bepinex (obviously), and imperium (with the dependencies)
yeah that should work
Hey @distant stag can I DM you about an error I'm receiving with Imperium? I'd post here but it's related to something spoilery I'm working on at the moment
might be a silly question, but can only the host use imperium? or can all joined players use it?
and if I, as host, enable minimap, will all players see it?
Host needs it for all clients to use it, but only host needs it, clients don't need it installed unless they want to use imperium too
For some reason, I have to constantly restart my game while testing because Imperium doesn't succeed in granting me access (Host...) and breaks the entire game
(As soon as I grab an item the game breaks. Can be made worse by scrolling)
oh! so if i have it installed, but my 2 mates have it disabled, only i can spawn stuff and all that?
thats awesome
time for a lil bit of trolling ๐ง
Yeah sure, go ahead
Logs?
the keybind issues are an issue with input utils we are currently working on
but this log is like insanely huge, can you maybe turn off some harmonyX logging?
i cant even tell where you picked up an item
I actually didn't pick up any items this time.
Just closed as soon as I got the failed message ๐
Pretty sure that's the relevant part:
https://pastebin.com/0cAyfMZX
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
could you send me your modpack code, so I an test it ?
I already shut down my PC tbh ๐
do you know how the (or one of) the mods that added a custom weather via weather registry?
CodeRebirth adds new weather ๐ค
literally everything
D:
oh no it doesnt show up
it should
not sure then, it shows fine on monitors
what another weather mod I could try
lethal elements i think
imperium L
how are you adding it?
i just register it through WR
so weird
I mean andrey wrote this code
so I assumed it works
and they are not here ๐ซ
Sent!
wait what
how is it not working ๐ฅบ
can you check if it's registered in unity explorer?
that's really weird
maybe its a code rebirth skill issue 
you could check if it's showing up in WeatherManager.RegisteredWeathers when you're in main menu
i don't know what could cause that ๐ค
Nou
Keep in mind I soft depend on imperium too so maybe you're having a load order skill issue
this shouldn't be an issue because it's getting the list from Registry
but I'm not entirely sure
when i use it to test mods and i die and spectate, when i use free cam spectating is broken
like once i use free cam while being dead i can't properly spectate anymore
hmm interestng
i can send a ss to give an example rq
Sure
kinda forgot i cant spectate in a solo game ๐
it basically takes the camera to the spot where all dead players goto if that makes sense
and when you go to freecam and back to spectate it just shows the void
Yeah I think I know why
its not like major but it would be nice to not stare into darkness when trying to watch my friend die ๐
lmao
if you can fix it that would be amazing
Hey, whats new in the update 0.2.4?
Just bug fixes and performance improvements
uh i was testing the host only thing out with a friend of mine and nothing seems to work
the interiors dont have collisions for my friends and also they dont even have the same interior as me
yeah there is currently a bug where the interiors desync in multiplayer
use v0.2.3 for now, I will push a fix later
does 0.2.4 break it?
yes
I pushed a fix, it should be on thunderstore soon
oh great, what did it patch?
well there was a bug where the interior was always mineshaft for the host
but not for clients
there was also a bug where spectating broke when you returned from freecam
that should be fixed
not sure, does that still happen?
i mean i dont have any friends online to test it right now
how can you even reply so fast all the time lol
ah
thanks so much
๐
gio the goat
Minor issue: Using God mode against the ||Maneater|| permanently breaks it, making it unable to kill at all after that, and also breaks the player's ability to swing weapons
happens with eyeless dogs and any death pit/gordions water
Weirdly it's also not consistent in my experience and only happens sometimes lmao
umm i think imperium is bugged
everytime i use a command, such as Z to remove HUD, i get a massive lag spike
same thing happens when an entity spawns and i get the notification
do you have any other mods, that might be conflicting with imperium
I cant see the txt file im on phone
Someone else might be able to help but you should launch imperium without other mods to see if its still doing the lag
So can we get a patch for the cruiser always being in super jump mode anytime soon?
there are like a million logs in here from sound tool
and yeah, for some reason refreshing takes 800 ms which is unusual, were there a lot of entities on the map?
i think i figured it out
it was the music pack i had for facility meltdown
for some reason "hurry up from Wario 4" caused the lag
idk why or how
but i tested with and without it
well Imperium could take long if there is a massive amount of objects on the map, so maybe the mod is adding a lot of objects
hmmm i doubt it
ill have to do more testing, but for now the game runs much better without the (awesome, sadly) music mod
hmm alright good
does this happen with other entities too?
obviousely facility meltdown causes more spawns, but tests definitely point toward the music atm
interesting
a fix is pushed
not to my knowledge
weird
hey, whats new in the update ๐
just some bug fixes related to the cruiser
you can always find the full patch notes on github
ah
btw there is a bug where if i revive myself and then when i die, the ship will just fly away even when other players are still alive
and i cant spawn stuff when im dead, idk if thats intentional
could you add a way to change the game object (especially item) properties like in the unity explorer mod? this will really help beginners align items in hand with a simple UI/UX experience
uhh what properties would you want to change?
hmm, well I thought about it but there is already unity explorer for exactly that, no? i feel like it would be a waste of effort for me to basically rebuild something that already exists
If u can make it a lot more convenient, like a button that zooms a bit out of the player and let's u rotate around and view the player holding the item and you're able to change said item's rotation and position values with a slider
That'd be really nice
that will be cool, because unity explorer is also very laggy (at least for me)
I suggestion
if it exist already but is there way to edit item off set position and rotation?
usually people use unity explorer, but yeah that's what we're asking for up above
losing frames because of that
it also pretty annoying when i press 1 when im changing the values, the player starts dancing. it could be fixed with sliders
its funny, but its not helping
we lose frames because its poorly made
kinda annoying
well I wonder how much one could increase performance of UE as it is doing a lot to fetch data every frame
I already spent a lot of effort into making my own UI as resource friendly as possible and its not easy either
I wrote down the suggestion but it will probably have to wait until I am done with the level editor as its a bigger project
thank you โค๏ธ
does spawning items only put them in inventory? or can i spawn them in a location, such as the ship?
If you are flying while you use the spawn commands I think it lets you point to where you want to place it
^
Lol
Yeah this has something to do with quota
Did you disable quota before this happened?
i dont think so
i havent messed with quota
at some point i set the remaining days to 1, but it didnt do anything
level editor? something for moon makers or no?
yeah, its a feature that will allow people to create their own indoor maps
will it be like, nobody will use unity anymore?
or it wont compete with the traditional method
well you will only be able to use vanilla tiles
you can set the layout of your dungeon but you can't use your own models
what about moon making?
it will be only about interiors
ah ok ๐
so you will be able to create for example hide and seek maps
for minigames
or manhunt maps
that will be cool
two questions:
-
do i have to be flying to select a place to spawn objects? or is there a setting that lets me select the spawn location normally?
-
i can spawn landmines, but i cant spawn turrets or modded hazards, such as teleporters or seamines. are there any plans to add them at some point? or perhaps there is a problem on my end...
well there isnt really a way to detect map hazards, as they don't share a class or anything so I have to add them all manually
ah yeah, fair enough
@mighty swallow that brings me to the question, how does LLL do it? I assume there is some kind of generic way to add a map hazard? and if I were to find all objects of that type, would this also include vanilla map hazards
because rn I need to hold a list for every single map hazard (e.g. landmine, turret, etc) and concat them in a generic way when I want to display them in one list in Imperium which is suboptimal to say the least
1 final question: if im using imperium, and my friend isnt, and i host, i can use all of it's functions, right? and he can see it all?
depends, pretty sure the modded hazards your gonna run into rn are from lethal lib
nope, the host-only functionality is very restricted as the client needs to cooperate in order to stay in sync, if there is no vanilla functionality for it, your non-imperium client will desync
e.g. you can set the quota as there is vanilla functionality for it but you cant revive a player as this is not standard game functionality
well you can, but you will create desync
ohh I see, I'll have a look ova there, really need to create my own modded content at some point just to get a feel for it haha
so how can i use imperium with a mate, but ensure that he cant access the functions? or not possible?
there is a setting for that in the preferences window
you can decide if clients can also use imperium or not
for the best results, have it off before they join your lobby, but it should technically also work to turn it on / off while they are in your lobby
dont they all use spawnablemapobject or smthn
thats outside objects like trees and rocks
which is now possible to spawn with imperium
i use spawnablemapobject for my inside hazard lol
no clue why zeekerss didn't add a class for indoor map hazards, makes everything so much more complicated
wait what I am talking about is SpawnableMapObject
youre right, there is a class they use I guess
but its not like Landmine and Turret inherit from that class like entities do from EnemyAI
instances of that class hold the relevant prefabs though no?
yeah but even if I stored them all in a list, I still need to figure out the type of hazard
this could maybe be useful for spawning though, especially if modded hazards also use it
isnt there SpawnableOutsideMapObject
yeah thats for outside objects
wdym by type of hazard?
Landmine, Turret, SpikeTrap etc
thats a base class tho
also here's me registering inside if that helps
its not like a scriptableobject
ic
oh yeah that too
the Def is LL iirc
so I assume they just added this type as scriptable object
so I could potentially use that
but I reckon the problem with vanilla hazards will persist
this will just be a way to get all modded hazards
vanilla you can get from selectablelevels
yeah i guess but its not guaranteed that every hazard is present in at least one level
u cant just go through all levels and store all the unique ones?
a plural
i assume you've tried this?
^
if I were to do this with entities, I would never get red pill and lasso man as they aren't present in any level
not neccasarily a bad thing
I want to be able to spawn obunga tho
same thing as landing on liquidation, its not useful but its there for completeness and transparency
idk mans your not gonna get a better answer in this context
yeah thats why I just hold them seperately for now
I mean I guess I could get all scriptable objects seperately and then combine them in a shared list with their SpawnableMapObject for spawning
Imperium causes the cruiser to not drop in the proper location, specifically it drops somewhere behind the ship
even though the dropship is in the right place, the cruiser isn't

a bug thats not really urgent, just mentioning it as i just saw it.
if you teleport yourself from underwater to above water, you may end up with 0 stamina forever.
lol
eww green interface
๐
clearance indicator...and betterspectator
alr ty :)
https://thunderstore.io/c/lethal-company/p/Aelstraz/BetterSpectator/
this better spectator btw
brain rot
@distant stag i cant tell if im using imperium wrong
i got a gameobject with a mesh collider, renderer and filter on room layer
i try to view colliders of room layer on imperium and its not showing me that thing's colliders
this shouldb e showing me bounds, i think?
This doesnt work for mesh colliders yet
Only box, capsule and sphere
I want to make more accurate mesh colliders in the future but I haven't gotten to it yet
oh

aboutta start teasing stuff through the imperium map 
looks ominous
you could maybe get a better screenshot in the fullscreen map tho (F8)
ill try that
btw u ever figured out why imperium doesnt like coderebirth? 
i havent really looked into it more
i mean it works but it doesn't show your weathers

either that or whatever u did last update
or both
last 5 updates*, bongo hasnt used imperium in a while ig lmao
for me though all i did was get rid of soft dependency
okie
also any chance ur freecam can make me use my local camera instead?
my shader depends on the local camera :p
my shader is basically one big sphere that follows the camera lol
wait how did you do that?
i mean it would be pretty hard to move the actual camera around and it would break a lot of things in the game as they depend on the camera position and stuff
how did i do wut, shader following camera is easy, since i just made a unity sphere, scale it way up, give it a specific material with my shader and set the position to the camera's position on Update
hm?
like zeekerss did with the CEL pass
you can add custom render passes
materials or shaders
that apply globally
oh i need it to be a sphere that wraps around and follows the player
the shader emulates a huge assortment of clouds
and i send it data occasionally
okay
why do you need it in freecam tho?
so i can go up and inspect the data i send way up top
fly?
it looks nicer not to ๐
i was gonna say since it follows the player's camera but i forgor then it'd just follow freecam camera and do the same thing it did before
couldn't you fly up with the player and achieve the same effect as flying up with the freecam?
ye probably, i was told the current imperium freecam makes my shader look weird so im checking that out now
well the freecam doesn't render volumetrics so thats probably why
at least...I think so?
maybe that was map camera
lol
ive never seen godrays being implemented as actual meshes
interesting approach
they're usually volumetrics?
I have seen people do it with particles or VFX
but idk I haven't really dont it myself and there are probably a million ways to do it
tru
also its nice imperium doesnt suffer from farClipPlane clipping
with decals
game dveelopment always kinda feels like trying to build something with the basic things unity gives you
or at least what I have experienced so far
yep
the freecam?
yeah
like this whole red patch is one big decal
it integrates pretty smoothly just because of how decals are
yeah far clip is set to like 2000 or something 
i mean it doesn't make that much sense to have it that high
except for debugging
but then again it doesn't make much sense to not have culling at all
but thats just LC
at least he did LOD for some meshes
maybe ill sneakily increase farClipPlane to 500 or 600
even though some just disappear
and just tell no one


why is everyone using the green interface 
its just better
its the default
I thought the default was orange?
depends how imperium remembers shit
i dont remember changing to green in like the last month
fun fact, green looked really disgusting at first and I thought whatever, nobody is gonna use it anyways but then nila told me they would like a green one so I did some adjustments and now its actually one of the best themes IMO
vertex ftw tho
and purple
but yeah, orange is there default, hence why the orange one is called "Imperium"

Purple is obv the goat
I thought it was an ego move tbh

@bitter compass you could set the location of your sphere in beginCameraRendering so it can work in all cameras
Wuts that mean
Just to be clear, the sphere follows the local camera btw
(you may break both ViewExtension and CullFactory slightly if you do)
(Yeah ๐ญ I wish I was able to get big decals that worked fine)
right, but if you want it to be visible to other cameras, then you can have it follow all of them at once
Well, setting it to the local camera does that no?
if you mean the local player's gameplay camera, then that's just one camera, not all of them
there's a callback that is called before each camera in the engine renders that lets you do what you want with the world before it renders
that's how OpenBodyCams works, without it that would be impossible
of course you still have the issue of the far plane, so I wonder the same thing about whether you can use a sky shader or something
having to screw with the far plane for things like this feels weird
Well, it following the local players camera, wouldn't that show what I need to show to the local player? Sorry I'm just slightly confused here.
Cuz all the information across everyone's clients should be the same I think? Lol
although you could potentially scale your sphere based on the current camera's far plane
Ye that's how it works rn, scaled as 0.99* farClipPlane
wait, is this sphere network synced? maybe I need some context lmao
I thought it was just a visual thing
It is a visual thing, and it should be synced with how I wrote it, but it's just a monobehaviour
https://github.com/XuuXiao/CodeRebirth/blob/main/Plugin/src/Content/Weathers/GodRaysWeather.cs script incase you're curious
the location is synced?
Yeah all the spawning stuff is synced I'm pretty sure
Doesn't really matter too much where the sphere is, but it is used to show the visuals, so it needs to be centered at the player or at the very minimum very clode
The actual spawning of godrays happens on the cs file right next to kt
as I understand it, it needs to be centered near the player's camera, but you were mentioning that it isn't visible to the free cam properly
so why not position it around each camera before it renders?
then you don't have to ask the Imperium author to change anything
in other words, move the stuff in your Update() function (probably should be LateUpdate really) into the callback I mentioned
then it'll be visible on body cams too
Hmm interesting, as long as that wouldn't break stuff with like overlapping spheres and whatnot randomly ill give that a try
Idk it's hard for me to imagine exactly what the callback you're mentioning does, I'm trying to figure it out still lel
hmm, not sure how to rephrase it, but hopefully the documentation is clear enough
So I'd subscribe to that event and then just write the code I've been putting on Update on it?
Yeah i think I kinda get it
yeah exactly
you can check which camera is rendering if there are any where you don't want it to be visible also
Am I able to like access the player with a specific camera?
Incase I wouldn't want to like, do it while they're inside the facility, I haven't seen how it looks, it should be okay, but just incase
it's not tied into the game logic, so no, you'd have to associate the camera to the player yourself
but you probably shouldn't rely on the player's state for determining if they're in the interior, since that won't work for any camera except a player camera again
I would say you should base that on the location of the camera, the simplest method being to mimic the y value check that zeekers has put all over the place
Ic oki
Wdym there clearly are spheres
yes... but they're clearly not the right size lol
seems like maybe about half the radius they should be
are you passing in a half extent when imperium is using full or smth
this is all im doing to the collider lol
radius being the radius of the red beam on the ground
also is there a way to manually update imperium's... update timer or whatever it is, is a bit annoying waiting until 9am to see my collider
I'm using the default sphere and I've had problems with that before because I assumed it has a radius of 1u but it actually has a diameter of 1u
I fixed it for LoS but I guess not this rip
There should be a function but idk if it's exposed in the API
Also, it's not really a timer it just updates because new entities spawn at 9 AM
asdf
yeah it'd be really nice if i can manually update this stuff lol
yeah i have a feeling imperium doesnt handle capsule colliders well either
hmm I don't see why capsules wouldn't work except their width
I've seen it working for entities before I think
it's probably something to do with how you're rounding it off, i dont think that shape is possible with a capsule lol
cuz the minimum height in a capsule is 2*radius
you've also not accounted for the Direction to be changeable/messed around with 
nor does changing the height change your visualisation, only radius changes anything
i need to learn how to do my own visualisation stuff lol, this took way longer than it should've
lol
i mean if you really want an accurate capsule you would need to manually set the vertices and everything because im just scaling a primitive capsule object
tbf this is all because unity cant properly support a mesh collider being a cone
i hate the workaround im having to do lol
this is like one of a million things I that aren't perfect in this mod, I also do other things in my life than fixing imperium
i can put it on the list but idk when I will get to it
you have other things in your life!?
why not
i have no clue, a cone mesh collider can trigger OnTriggerEnter but cant reliably trigger a OnTriggerExit
only thing i found about it was a forum from 12 years ago where they're just complaining that unity is ass
from the skimming im doing this seems more like a physics thing than a unity one
you might not wanna use a cone
why do you even want to use a cone? this looks pretty straight to me
cuz it actually is a cone and not like a cylinder, its top radius is different from its bottom radius and it creates a cone way above the sky that comes down and pierces the clouds i made in a way that makes it looks like a cylinder but the radius does change as it goes down
but how does that matter? can you ever collide with it at the top?
nope but there is a bit of a noticeable difference at some heights in maps like assurance where theres a bit of verticality
you could probably just check if the player is within the center of the circle
and adjust the center / radius based in the player Y level
and you don't even need any colliders ot anything
maybe
yeah feel free and lmk how that goes, maybe its actually really easy and im just an idiot for thinking its hard, you never know
lol, ill try my best
super small thing but pressing F3 doesnt back out of the menu it spawns
Yeah, I thought about that but I wanted to use the specific menus (e. g. Teleport menu with F3) to only open and not close
But I want to kinda rework how this works anyways and use these buttons for predefined layouts
Kinda like workspaces in blender
when using two lethal company instances, the windows don't seem to take into account the new screen size and some windows are completely unreachable and don't reset with the reset ui button ๐ญ
how can i remove/hide the UI in freemode? I just wanna take some cool pictures
thanks in advance for any responses!
you mean free-cam? i thinks its "L" to hide/open menu, but im not sure
ill give it a try!
i am having the same problem 
I never really thought about that, I can look into that
I'm having the problem of imperium existence
whar
yk you can just not use it if it causes you so much pain
for the time being, I guess you could move all the windows into the middle before resizing the UI
and they will stay there until you move them elsewhere
Existence is futile
it's fixable but tricky, that's because it's using the first person position I would presume
I have view perspective stuff in OpenBodyCams that can do that and fix other stuff with view perspectives that could be borrowed or optionally linked to if it's important to support that
it could probably also be accomplished by some patches of vanilla code, but the positions of things based on perspective is strewn all over the code
Lethal Quantities allows you to spawn Red Pill/Obunga. I don't know about lasso man though
how can I disable notifications for spawns? they affect my performance (i think)
@distant stag i have found out that removing the helmet makes the fog look horrible, this is also is present in the free-cam and some moons look really bad with this fog. i'm pretty sure that there's a solution, because there are other mods that remove the helmet and have this fixed
thats cuz the helmet is added in post processing iirc
helmet is a separate model, this issue was also in ModelReplacementAPI and it got patched there, so here it also could be fixed
Well even if this could be fixed somehow, I don't really want to manually fix things as the intention of the mod is debugging, meaning if it looks bad without the helmet, that's just how the game works
i won't really mind it, but when im making cinematic shots the fog really makes it look bad
Hmm, I'll have a look
what you need is a quad that sits in front of the camera, lemme see if I can find where I do that in OpenBodyCams
the material is retrieved here https://github.com/Zaggy1024/LC_OpenBodyCams/blob/master/OpenBodyCams/BodyCamComponent.cs#L196
Wait so on top of all the volume mess, he also uses a material for the visor...
yeah, not sure exactly what that quad does to the custom pass to make things less visible in the distance, but it does mess with the volumetric fog somehow
I'm assuming it's related to the custom pass somehow anyway
the fog situation is a bit of a mystery to me
but it works in OpenBodyCams :^)
Yeah, I'm currently working on a visual rewrite mod and it's such a mess with all the post processing that's overlayed
oh? what does visual rewrite mean?
There are like 20 volumes, half of which are only used for specific effects and never on
just taking the spaghetti custom pass and replacing it?
More like lethal resonance but for visuals, I am remaking all the VFX, adding more particles, better color grading, immersive volumetrics, more realistic weather, etc etc
eenteresting, I'll definitely want to check that out
think you'll mess with the cel shading and/or edge detection?
I tried to but the patcher project messes everything up so I haven't really had the motivation to do everything at runtime
I'll see how much I want to change it anyways, as I kinda want to keep the original feel while enhancing immersion
ah yeah, the whole custom pass is really screwed up in editor
I guess saying "mess with" was inaccurate, you'd have to make your own version of it
I'll let you know once it's in a usable state, rn I'm kinda sidetracked by another minigame mod I am working on
Yeah, probably
sounds good
I'll probably have to give it a test with OpenBodyCams to make sure that it copies camera settings after you change them, if you end up needing to
For now I'm mainly changing the volumes which should apply to all the cameras that already are affected by them
But good point anyways, I'll keep track of what I'm doing for compatibility
little teaser to what im currently working on 
you making scraps?
sigh if only i had custom emoji perms...idk why custom stickers are allowed...:TulipSad:
its on my list "games to play"
but is it a scrap or what
no its a powerup
you pick it up and it gives you some kind of bonus
im not gonna say what exactly though
is it going to use that level maker that you were talking about?
nope, its separate, although I can see how it might come in handy later on
but I am not planning on using it for now
oki
small request, do you think it would be possible to add a toggle for the modified gamespeed by default? it overrides config from longer day and makes it a bit tedious to run both at the same time LOL
Hmm, should be possible and is probably not a bad idea
Hey, is there a way to be able to see clearly in the interior while in free cam ? like be able to put the cam above and be able to see everything that is going on ?
wait so whats the current problem that prevents you from seeing everything thats going on?
too dark
oh yeah, well the reason is that the night vision only follows the player
I had this idea of constructing a light lattice above the interior so everything would be illuminated at the same time but I haven't implemented that idea yet
ah shiet
this would be usefull, i need to see properly if thing are rightfully synced x_x
is moving the player not an option?
i got to look at both view to see if something is wrong
a bit hard to follow the xeno, more so when he vent
right, well I wrote it down but idk when I will get to it
is that quad damage I see?
Nice
is there any way to remap the keybinds in imperium=
because when im using controlcompany and imperium at the same time it overlaps with F1 and F2
go to normal lc keybind settings
oh wow thanks
@distant stag any chance you could check out imperium on Black Mesa? For some reason it has huge lag spikes frequently and it makes it rough for using imperium when testing stuff
@twilit kestrel and I would greatly appreciate it ๐ฅบ
Seems like it might be Oracle
Idk it's so much worse for some reason on Black Mesa then anywhere else
might be due to the amount of spawns happening?
Idk I've not had this issues on other spawn heavy moons, hoping @distant stag could shed some more light on what's happening
Uhh, would probably have to look at some logs or try it out myself
Is it just permanent or does it only happen when something spawns?
It seems to happen all the time, not just with spawning. The logs mention visualizing of something if i remember correctly
wdym with they mention visualizing?
could you send them over? would make my life a lot easier
Give me a few minutes I'll boot it up and get a log for you
Doesn't start right away, but the thing I saw in the logs typically when it lagged was SPENT IN VISUALIZATION: 0
well if its 0, it means that no time was actually spent for visualization
that's what I assumed, but it typically hitched when it happened
there should be more logs about the timers
I think I figured it out, it's spider webs causing the issue it seems
Well it did it when a spider spawned but it's doing a lot better now
Change anything about that on the most recent update? Because I did just update it
On the last version the visualization debug popped up a lot more often
Sorry for the scare, I guess you fixed it in the most recent update? The only lag I get now is when something tries to spawn but it's reached the cap
Lag doesn't seem nearly as bad, but it does coincide with these debugs
Here's the logs for the session, landed twice. All the lag was during spiders making webs or when it tried to spawn something when spawns were full
I also get massive stutters as more enemies spawn. They start small then get progressively worse, to a point where I can barely even move/look around ๐ญ
@distant stag this is all worthless without profiling but just a heads up (maybe diffoz can confirm)
When your using reflection to get certain field values I think your meant to be caching some aspect of it rather than doing it all every time, reflection can be heavy when used so often like this iirc
Well I did this before knowing something like an assembly publicizer exists, so I can probably just replace a large part of the reflection with just normal calls anyways
But caching doesn't sound like a bad idea
just an fyi, lethal input utils seems to suddenly be broken x.x my issue was fixed after disabling lethal input utils (i disabled imperium, and still had the issue)
#modding-general message
Is the ability to trigger meteor showers being worked on?
yeah, kinda
alright
Incase you wanna do it yourself now, then just go to unity explorer, find meteorshower in object explorer, click on the gameobject then the script, then find the start method and press evaluate
you can also set overrideMeteorChance on TimeOfDay to 1000+ and land the ship
regarding this, may have worked out why it suddenly started occuring for me.
I normally use Gale for my testing of my mod, which is where i use imperium.
In gale, i use "direct" mode.
yesterday i was using "steam" mode instead.
today im using direct mode, and no issues again, so i guess using via steam mode, leads to things being done in a different order.. and so input utils loses the race?
@distant stag do you know if the navmesh being shown gets updated when something is carving it ?
alright, thx for the report, I'll have a look at it
uhh, not sure actually, but I had it where the navmesh didn't get updated
it probably only gets updated when landing
its okay i found the answers i needed
id need to check if a naturaly locked door carved it tho
but yea doors when locked carve the navmesh
i need to check for the gates
Is there a way to get things to render better when free-camming? I can't see any of the interior tiles unless I'm inside of them, and I feel like I used to be able to visualize navmesh agents, though I could be mistaken about that
Also not seeing any way to increase brightness in free-cam mode
Ohhh it might be CullFactory causing the tile issue
that does sound like a cull factory issue, lmk if disabling it fixes that
but yeah, there is currently no way to increase night vision in freecam if the player isn't in the interior as well
and even that is kinda limited
Yep, that was the issue! ๐คญ
Currently testing to see if I can get more enemies to escape without causing issues. The spider suuuucks
is it different than other entities?
Yeah, the the mesh is separate for some reason. I'm guessing to allow it to be on walls and such, but it's similar to how the blob has a designated center point that needs to be teleported (which I'm also fixing)
Oooookay then, I just witnessed the meshcontainer lagging behind the navmeshagent significantly. Wtf even is the spider ๐ญ
General questions about Imperium. Firstlyโthe โkill playerโ option. Is that for other people also that have Imperium or does that also work for other players that do Vanilla? (Iโd hope not but I had to ask, new to Imperium). Me and a friend were bug testing it and it doesnโt seem to work at all. Also! When you revive yourself after dying with Imperium, no one else can hear or see you, but you can still interact. Is this intentional or unintentional? @distant stag
Feel free to ping me when you have the time, thanks!
well Imperium's functionality is kinda limited when only you have it installed. killing and reviving doesn't work at all if only the host has it
if only you want access to Imperium, you can turn off client access in the preferences
Would it work for other clients who also have Imp installed? Didnโt seem to work for me
killing didn't work, even though everyone in the lobby had it installed?
It was just my friend. The others were Vanilla. Do all clients have to have it installed?
it will probably be for the best, using Imperium while some don't have it installed is kinda sketchy and I wouldn't recommend it yet
Ahhh that makes much more sense. Okay cool! What about the whole buggy reviving mechanic?
might be caused by the same thing
Gotcha. Okay last thing. This is when Iโm running it solo. When I spawn the Maneater baby in the ship in orbit and pick it up, it sort of levitates after I put it down and I canโt pick up anything else after until I spawn something, then delete the object and the maneater.
Thatโs fair. Okay thanks for the feedback!

i was testing on lan with myself, masked still see the client, but not the host ๐ฎ (invisible, muted, untargetable on both client+host)
Yeah, I still haven't synced these options unfortunately
Can the imperium minimap be its own mod? Theres already a minimap mod but I prefer this one
yeah, this was the plan but its not easy to just make it its own thing as it depends on the UI system and everything
the start of imperium being broken down into multiple sepreate mods...
I don't really wanna separate debug and testing elements as the whole purpose is being an all-in-one mod
but minimap could also be used for regular gameplay so it makes sense here
Any way to turn off the 69% sale?
i think that has something to do with disabling quota idk tho @distant stag
erm, as far as i remember... its related to there being 1/2 days left before quota.
i went to company once to sell.. scrap seemed to sell for 69% off of its value, and all items in the shop were priced at 69% discount.
I usually only go on 0 days left now, this was a long time ago. cant say it was EVERY time it was 1/2 days.
Is there an option for reducing or removing the cooldown of the inverse teleporter? Would be very nice for testing with interior dev
no but you can use a different mod like nicerteleporters
Would be nice if Imperium just had a button that was clickable in-menu to trigger an inverse teleport on the player
Wait, what does "disabling quota" mean? I ask because in my runs, we still have a quota we have to fulfill but I still get the weird 69 percent off thing.
@distant stag me again with navmesh questions : is it possible to see navmesh areas ?
i think navmesh is just on a layer?
there is a navmesh visualizer, yes
might be only on the manually placed ones for that tho
yeah the navmesh surface layer has nothing to do with the actual navmesh iirc
its just a zeekerss thing
fun
bc navmesh is internally calculated anyway
so it was quite annoying to calculate the visualizer for it
how about u catch these hands

oh wait
"calculate"
why did i read that as catch
lol
i meant navmesh area like there is thing that modify the cost of certain area
those
nope
i manage to retrieve the area cost but... since they all have the same cost it doesn't help me
imma try to mask the playerlineofsight one and see if my xeno refuse to go in front of me
ugh i just wanna know if that area layer is used x_x
I put the area mask in visualisers/log, spawned a masked (enemy) and kept respawning them til they walked through where I wanted them to go, so I could see the area mask using visualisers/log (If that helps)
Don't know if that helps for doors though as I was looking at movement not line of sight
im not sure if i understood... butT anyway i learned that navmesh modifier dont apply at runtime without rebaking the navmesh so this wont help
so i have no idea where PlayerLineOfSight is used
i cant use navmesh obstacle either to avoid interfering with other enemy
so imma gonna have to do programmer magic for my thing
which is basicaly the same at the braken : sneaking on player while avoiding their line of sight
but man i am not gonna try to understand how zeekee did it
ill try to do my own method first
the navmesh is rebaked at runtime
yes, but lets not do that
it should be fine, I do it in the level builder and the mod I am currently working on, it just takes some time but I think you can do it asynchronously
so idk about the performance implications and you probably shouldn't do it a lot but it probably wouldn't break the game
for what i want i kinda need it to update the navmesh like, all the time lol
this is not the way
okay yeah, probably not lol
that aside, about imperium
i didn't get if we can see those area in different color
and also i have a few issues
when you want to manually type position to teleport, you cant input negative value... or you can but you have to add the - after which is annoying
there is currently no way to differentiate the different areas
I plan on implementing that though
yeah ik this is annoying me all the time as well, I need to look into an easy fix for that
and also, i have often the need to change my game between fullscreen and windowed, aswell as moving and resizing the window for when i debug to see the log or multiple instance of the game (on the only screen i have)... but it does sometime foock up where the imperiums different tool are positionned, and specifically sometime make them stand out of the screen with no way of bringing it back x_x
yeah youre not the first one to report this
its on the board, I'll look into it once I have some time
oki
It's fine, maybe I misunderstood I thought you were trying to get the area mask on a node of the navmesh. Gl
it's a layer that contains a couple of box colliders that extend forward from the players' cameras to the first surface in front of them, and there are a few functions in EnemyAI that raycast between nodes of a calculated path to check if the path intersects line of sight and reject it if so
it's not a super accurate way of determining line of sight, but it works okay for enemies like the bracken
i don't understand how it works
but if it can help me doing a similar behavior...
imma take you hostage
the functions:
- calculate a path to an AI node in the level
- walk through the nodes of that path
- line cast between each node and its previous one on the PlayerLineOfSight layer
- if the cast hits one of those colliders in front of a player's camera, reject the path
- generate a path to a different AI node in the level and start from step 1
i don't get why it is in the navigation areas list tho, you are talking about a classic layer here right ?
those are not layers
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
huh, that's curious
I'm thinking it may be leftover from zeekers trying to use nav blockers then
yeah, maybe thats just a leftover from his testing until he realise that he would have to rebake the navmesh lol
bruh
u faster than me :C
I have no hesitation so I can look like a fool
still look like you kinda get how he does it so imma ask about this after i eat
I definitely do, I had to rewrite portions of that code for PathfindingLagFix
oh so your that guy huh
is it possible for me to filter items with spaces in them in the Imperium terminal? it doesn't seem to work to insert a space or just mash the words together 
oh wait, never mind
for some reason mashing them together didn't seem to work before, but it did for at least one item?
might be because the internal name is without the space
might want to remove spaces in the search lookup
is there a way to teleport my free-cam to my player?
just because sometimes my freecam is in the middle of no where
press R
how do u hide like marker and stuff while using the freecam
like the blue player icon
those are on a layer called "Map Radar", you can turn it off in the layer selector
arrows up and down and enter to toggle
thanks 
@distant stag hey whenever using the save file editor it seems to save values entered as a string despite entering a number
I modified the TimesLanded variable to test smth and it saved as a string ๐ญ
don't think I can fix it without resetting my save either
uncorrupted the save file by writing a custom patch in one of my mods to fix it
๐ญ
is there no way to scroll in the spawn menu? its currently impossible to spawn butlers afaik because the entire results for "butler" is filled with mask hornets
unless im missing something
hmm, I'll have a look, I haven't really heard of this error yet, I guess people don't use the save file editor often
unsure if this mods causing it but i was checking the eclipsed spawn cycle out for modded moons and for some reason the spawns are inconsistent
7 AM: only outside, nighttime, 3 monsters
9 AM: only inside, 2 monsters
I am not sure I understand what you mean
is there a setting that displayes the players current speed?
I think it should be in insights
like the little panels that you can activate for players and entities
how do i do that?
i can't seem to see my own current speed with that. that's what im after
ok if i look at my feet i can see it
velocity isnt on it
yeah you have to look down to see it
weird that its not default
do you have unity explorer installed?
no
you can add your own insights at runtime if you have it installed
but ill add it to default for the next version
thank, because i think that for whatever reason running speed at 0weight sometimes caps out slightly lower and slightly higher, solely making the difference between 50 damage and 0 when running over mines
you can even feel the difference
try with this
it's static,doesn't change when i move
hmm, I guess this is just base movement speed then
getting velocity is actually quite a bit harder now that I think of it
thats probably why I didnt add it
Can I use Imperium to change the day counter? Not the days until quota is due but the total day count?
You can maybe do this with the save file editor
What do you mean by maybe? Lol
well I think its saved in a save file, not sure tho lol
Teleporting to fire exits (via F1) can put you out of bounds btw. Encountered this for Assurance fire exit with facility interior
worth noting that teleporting to fire exits is the only automatically fetched teleport destination that places you inside the building
main entrance warps you to the outside of the building
not sure if that's intended but it doesn't seem to be?
Yeah this is a weird bug that only happens sometimes, maybe I should just add a bit if Y offset
Well I am just getting the object by name and then using the telepoint location as destination iirc
So it's weird that it would teleport you oob while the base game doesn't
i might be wrong
but it looks like you get teleported to the wrong side of the fire exit door
maybe you just get shoved out of bounds by some funky collision
but whenever i've observed this bug, it looks like my horizontal position is on the side of the door not facing the room
this may help resolve the bug.
this is what i use for all entrances/exits for teleporting the masked, it sets the destination to be the "opposite" teleport position for where you are (so if inside, it puts you outside, and if inside, it puts you outside), the masked have so far not fallen into the ether using this.
private EntranceTeleport[] entrancesTeleportArray = null!;
entrancesTeleportArray = Object.FindObjectsOfType<EntranceTeleport>(includeInactive: false);
private Vector3? getTeleportDestination(EntranceTeleport entrance) { if (entrance == null) { return null; } //return entrance.exitPoint.position; for (int i = 0; i < entrancesTeleportArray.Length; i++) { EntranceTeleport otherEntrance = entrancesTeleportArray[i]; if (otherEntrance.entranceId == entrance.entranceId && otherEntrance.isEntranceToBuilding != entrance.isEntranceToBuilding) { return otherEntrance.entrancePoint.position; } } return null; }
i guess in your case though, if people are inside, they maybe rather be teleported to the inside xD
Hey just wanted to report a bug on my end in case it's not already known : the imperium minimap has been bugged for some time. It's on top of my character and I can't see anything useful with it. Is there a way to fix this issue ?
press F8, click and drag, scroll mousewheel up/down, press f8 again, and it should be how you set it before pressing f8 to close (assuming your minimap doesnt change back xD)
You can also scroll while holding alt to zoom while in minimap mode
Thank you guys for your help ! I had no idea I could change this, and I don't know how it got modified in the first place. It's much better now !
Is there a way to not render the first person view model when viewing yourself in the freecam?
unfortunately there isn't an easy way to do that as you would have disable the whole layer
is there a way to spawn enemies in a random spot on the map? or will they always spawn in front of me
There currently isn't a way to spawn them randomly
For the teleport options, can we get a button for simulating an inverse teleport?
is this second "AI Nodes Outdoor" option controlling something unrelated? I'm curious about it lol
also wondering if we could get an OffMeshLink visualizer, could be very useful for some of the testing I've been doing
LOL whats that
thats probably just a copy-paste error, I have never noticed it
yeah, I was working on that and its definitely on the list alongside color coding of the different bits of the navmesh but I got a bit sidetracked by another project
but its definitely a higher priority when I get back to working on Imperium
sure, sounds pretty easy, I also put it on the list
While you're at it, make the hud not reappear when you take damage
Oh and being able to trigger the meteor sequence would be great ๐
can we get a button to lock/close all doors.. or toggle the lock on the door in front of us, or something? xD
i know there is a mod, that locks doors using the lockpicker (i think lockpicker advanced...) but yeah, i just think it maybe a handy feature (maybe not for many though)
I think this already exists in the moon window
Except I removed it again
Oh lmao, I never seen it, would be so helpful for me right now haha
sorry, i cant see the image.. i am legally blind.
OR.. at least thats how i would expect to be perceived seeing as i missed those buttons even though i vaguely remember they exist.. facepalms
thanks. ๐
The 69% off bug still seems to be around I see. Is that a mod conflict? unknown?
69% off bug must be a joke lol
so yeah my conclusion is: actually it's unknown and a total mystery, I have no idea why it happens
:3c
Wait you are joking
do you actually mean you have no idea that's there?
or do you mean nothing happened and my messages shall disappear?
lmao
I should start a poll whether I should leave it in there or not 
"Imperium - Competitive Edition"
please add a feature that lets us freeze enemies in place, and make sure the animation that is playing for them is frozen too so when frozen they arent just standing there
here is an issue i often face with imperium:
my friend dies, and is in spectate mod through the mod "poltergeist". when i click the revive button in the imperium object settings, his character returns to the ship but remains floating, and i can hear my friend's voice through it. however, on his screen, he is still dead and spectating, and cannot see his own body that was revived.
hopefully that made sense. is this an issue with poltergeist or something else? thanks!
You can already do that in the object explorer
Just untick the box of the entity
And yes, it freezes their animations, navmesh agent and enemy AI
I'd assume it's the poltergeist mod, probably does some funky things when you are dead that would need to be manually reverted on revive
WHAT
I NEED TO TEST THAT
hello everyone, im having an issue where all of my teminal store items are 69% on sale... does imperium cause this? thanks!
yes
ah ok... and how could i fix this?

disable imperium when actually playing the game, i guess? o.o
I should probably remove it lol
if you press f1 you can untick "unlock shop"
I think that's what causes it?
don't know though lol
naurrr it's funny keep it


Hey, not sure if this has been reported or not, but I was attempting to test out a moon I've been making and called in the cruiser, but the ship dropped it sort of behind the player ship instead of where it should've. At first I thought I'd goofed but then I noticed all my moons and vanilla moons had this issue, all dropping in the same spot. I disabled Imperium and that fixed it. Testing with just vanilla and Imperium (and dependencies) brought back the issue so I think it's something with Imperium, either some setting I toggled and didn't mean to or a bug.
is it possible to use this mod to spawn a specific monster?
yes

oh I just installed and it does not even load the game
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop+NetworkPreUpdate+<>c.<CreateLoopSystem>b__0_0 () (at <895801699cfc4b4ab52267f31e2a4998>:0)
doesn't look like imperium is causing it though
my plugins folder
maybe try a clean profile
What lc version are you on
how can I see that
Nvm
You are on v64 and the correct version
Odd
I think theres something that you can clear mod cache or steam cache
Try that
removed cacche folder
same
not sure how to do the steam cache
I downloaded xilophor-LethalNetworkAPI-3.3.1
?
is an indirect dependency
Do you use mod managers
Yeah get it
But i recommend the gale mod manager
gale on ๐
how to spawn a specific enemy? (readin the readme while)
F2
Then type the entity name, select then enter
how can I learn this, no mention of the f2 key on readme


