#Imperium

1 messages · Page 6 of 1

distant stag
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I think theres a mod to filter console but I usually just use the file and filter there

desert plume
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oh there is a log file? okay, I can less it

distant stag
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yes

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i usually use lnav though, pretty awesome tool

desert plume
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ohh thanks will take a look!

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I am so used to less + grep xd

distant stag
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fair enough

desert plume
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awww tail -f does not work in wsl2

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maybe because is a file not in the ext4 disk, and is incapable of getting updates

distant stag
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really

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I assumed tail -f just queries the file periodically

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but yeah there is no such thing as file watching in NFTS/win

desert plume
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yeah, if the file is ins the same space, but since I am using wsl to query a windows file... it does not work

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is like tryiong to make a symlink from wsl in a windows file

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will check lnav then

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googling

distant stag
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yeah NTFS doesn't have symlinks unfortunately

desert plume
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wait how do you tail then?

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seems line lnav is also unix util

distant stag
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no idea if lnav works in wsl

desert plume
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yeah but how you do it then to filter the log if youy are not using wsl

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if this is ok to ask of course

distant stag
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wdym

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im on linux

desert plume
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ah, u run the game on linux then?

distant stag
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yes I use arch for everything

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I don't really use windows anymore

desert plume
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damn, need to run games on linux, too lazy, but man I need it to program micro controllers, wsl is pain

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oh well, will search a way to filter the log

distant stag
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well most steam games work just as well on linux as they do on windows nowadays

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and its not more annoying to setup or anything

desert plume
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yeah ikr, proud owner of a steam deck

distant stag
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just install steam and thats it

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oh yeah that too

desert plume
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thanks for being nice with me 🙂

distant stag
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there are probably VSC plugins for log filtering

desert plume
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mmm ;/ (vim user)

distant stag
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uhm there are probably vim plugins

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have you actually tried lnav or did you just assume it wouldn't work?

desert plume
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my problem is the wsl layer

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since tail does not work.... not sure how to filter the log in real time

distant stag
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im pretty sure lnav can work without inotify

desert plume
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(i am in windows to play the game)

distant stag
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it just refreshes the file periodically instead

desert plume
distant stag
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you can do the same with tail btw

desert plume
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yeah found it tail -f ---disable-inotify -s 1 LogOutput.log | grep "\[Info"

desert plume
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the mod I am testing is missing a single line of code, to change language, how can I recompile another person mod if I have the code? (is on a github repo), what do you recommend?, never made a mod before, but I am a coder, what's the fastest way (hopefully without installing unity)
https://github.com/TimShaw1/Wendigos-Mod/blob/master/AzureSTT.cs#L153

distant stag
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well you could try and clone the repo and open it as a C# project

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then you would be able to compile it into a DLL

desert plume
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yeah will use visual studio

desert plume
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1>'netcode-patch' is not recognized as an internal or external command

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googling :/

desert plume
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copiled!, yay

distant stag
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nice

desert plume
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can Imperium modify the monster damage?, I want the monstter to not do any damage so I can test safely haha

distant stag
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you can make yourself untargetable so they can't hit you

desert plume
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yep! wow so complete this mod!

distant stag
manic ember
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i dont suppose there is any clue on why this may occur when spawning an entity? xD

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i realise its to do with my mod... and i think i know why, just.. seeking more understanding.

distant stag
manic ember
sweet drift
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how do I see this 2 more result?

distant stag
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there currently is no way to see the other results

sweet drift
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ahh. okay

pseudo sable
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Finally got around to adding a component to CullFactory that allows you to control culling for a camera, if you wanted to make your freecam always (or optionally) render things that aren't known to be visible

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you can also make it skip culling so that people can see the culling results without the imperium camera influencing things

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(mirroring the default behavior for the UnityExplorer freecam)

serene pecan
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I frequently get spawned 0x when I try spawning items or enemies :c

serene pecan
distant stag
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I haven’t seen this error in a while, does it only happen with modded entities?

manic ember
distant stag
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hmmm, any logs?

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I feel like it should log something at least on the server

manic ember
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not happening for me today xD

serene pecan
serene pecan
cosmic wigeon
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is there a fix to that 69% discount bug in the terminal store?

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or does that have nothing to do with imperium?

twilit kestrel
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.

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Imperium is mainly an insanely valuable tool for testing and not for actual play

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Sounds like the 69% off is intended lol

cosmic wigeon
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damn, that makes perfect sense... i just love trolling and having fun with friends using imperium

distant stag
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Yeah 69% bug is an easter egg TE_trollSmile

bitter compass
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For sureee

glossy patrol
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bro 😭

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okay resetting the config fixed it

distant stag
glossy patrol
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its probably because this profile has a mod im working on which crashes the game everytime i close it lmao

distant stag
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I wonder how this specific error is caused, “unterminated string” mfw

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How does that even happen 😭

bitter compass
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imperiums fault fr

distant stag
serene pecan
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I'm still getting the spawned 0x bug

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Also a vanilla item I spawned is only spawned on the host

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Weird

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I also got an instance where the client spawning an item make the item only spawn on the host

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Please make an option to not have the item spawn in your hand

serene pecan
distant stag
normal trench
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Would appreciate a way to trigger meteor event

serene pecan
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Another thing is resizing the gamw window breaks the imperium UI to where you can't see it anymore or it's half at the top or sides to where you cant access some stuff or move the window

serene marsh
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@distant stag Is there a solution for this since ?

distant stag
alpine glacier
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Will imperium eventually support modded map hazards? SCaraara

distant stag
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I think we had a discussion about this some time ago, I thought there isnt really a common factor between outside hazards like EnemyAI for entities or GrabbableObject for items
I do think LethalLib does have a class like that though

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But I haven't really put much attention to Imperium lately as I am busy with other mods and irl projects I need to work on this semester

serene marsh
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this does not necessarily mean you have to deal with window size shenanigans... but a button, an option or something that would put the tool window back on screen (like idk double clicking the menu icon on top would put it back in the middle ?)

distant stag
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does the reset UI button not work?

serene marsh
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it did not for me

distant stag
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hmm, I added it to the list, I can look into making that button work

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also this

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Imperium v0.2.8 [Beta] - V66 Compatibility Patch

Note: This version of Imperium is compatible with the Version 66 of Lethal Company.

Added Stuff

  • Added new visualizers for the Maneater.
  • Added new visualizers for the Flowerman.
  • Added a switch to turn off the 69% sales easter egg.
  • Added an option to fullscreen the minicam (Default: F11).

API Changes

  • Added more entity visualizer functions and wrote more documentation.

Internal Fixes

  • Fixed a bug where frame setting overrides were always being overridden.
  • Fixed a bug where frame settings were affecting inactive cameras.
  • Fixed a bug where Oracle was re-simulating when it wasn't required to.
  • Fixed a bug where instant landing and takeoff sometimes wouldn't work.
  • Reverted a change that made Oracle unstable.
  • Updated oracle to take rush index into account (Info).
  • Fixed a bug where keybinds weren't unsubscribing properly when restarting a game.
distant stag
serene marsh
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Is there an option to force the metor shower as well ?

distant stag
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unfortunately not rn, I did want to add it though alongside a way to manipulate furniture luck

serene marsh
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right

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was gonna say something about the maneater but imma check if that is not me using an old version of imperium first

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yea that is not me

distant stag
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yeah this is unfortunately just the game

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as the maneater is called large axle internally lol

serene marsh
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ah kay x)

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And yeah i confirm that reset UI does nothing beside closing all the windows

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i cant access object explorer no more ;_;

distant stag
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rip

serene marsh
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@distant stag Another subject : Can you explain how can one use the custom insight ?

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i didn't quite understood with what i found

distant stag
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like adding your own insights for a type?

bitter compass
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Can you point me to where imperium does the visualisation stuff in code? I wanna see if I can make a fix/PR for broken spheres+capsule colliders

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I might also be able to do something about mesh colliders, unsure though

serene marsh
distant stag
bitter compass
distant stag
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axis?

bitter compass
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Yeah the direction at which the capsule collider is pointing to I guess? Because capsule collider is almost exactly the same as sphere except you can change its direction with an axis thing

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And thats why all colliders in experimentationnwhen u look to the left are pointing up and not right

distant stag
bitter compass
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Bet

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Will give it a look soon

distant stag
bitter compass
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I've made mesh colliders in runtime before too so should be doable

distant stag
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this function is used as entrypoint for basically everything

distant stag
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but the hard part is making it work with the wireframe shader I'm using for everything

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same for cones

bitter compass
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Hmm ic

distant stag
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I wish we had some more functionality like in geometry nodes when it comes to procedural mesh generation

bitter compass
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Well yeah, you can only affect the "height" which you rotate with the axis stuff, and I guess the radius though height and radius override eachother sometimes

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I'm honestly not sure why the axis rotation stuff is even a thing

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Since you can just rotate the gameobject, but I guess it allows more flexibility in one gameobject

distant stag
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yeah I guess the rotation is easy to fix, I just haven't considered it so far

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but stretching is harder

bitter compass
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Yeah I'll just have to mess with it really

distant stag
bitter compass
distant stag
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feel free to reach out if something isn't clear, the system can be quite confusing

distant stag
bitter compass
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A little bit lol, I'll try to explore it with a friend first, also is this nullable syntax?

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I'm used to just Transform?

distant stag
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well Transform? should only be used in a nullable context and I didn't really want to do that, the [CanBeNull] syntax is more of a hint that something might be null and not a requirement

serene marsh
bitter compass
serene marsh
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all i need is a simple example with one of my enemy value

distant stag
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expecially useful for API stuff, where you don't want nullable context everywhere

bitter compass
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Icic, I think I get it

manic ember
# distant stag have you had a look at this? https://github.com/giosuel/imperium/wiki/Visualizer...

im still having issues with visualisers tbh.

I am assuming i have to create an instance (im attaching extra visualisers to the vanilla masked effectivly) for each masked.. just havent worked on it yet xD, the first time i add them they work fine, but when i add a second masked, it overwrites the first. might be something you want to write about in future in the wiki (incase anyone also gets my issue)

distant stag
# serene marsh yea but its a bit rough for me yet

Imperium Insights

So basically insights expose properties of a specific type of Component in the insight window when activated. Insights support inheritance and polymorphism, meaning you can define insights for EnemyAI and JesterAI and both will show up in the Jester's insight.
You can also override the a property in JesterAI and it will be replaced in the Jester's insight panel.

Insight registration is completely dynamic and consistent, meaning you can register the same property multiple times and it will just keep overriding the previous settings.

To manage insights, you can a function rom the Imperium API Imperium.API.Visualization.InsightsFor<EnemyAI>(). This returns an insight definition which can be used to register and unregister insights, set genertaors and the config keys. These functions are chainable as shown in the example below.

Imperium.API.Visualization.InsightsFor<EnemyAI>()
    .SetNameGenerator(entity => entity.entityInfo.entityName)
    .SetPersonalNameGenerator(entity => entity.entityInfo.entityName)
    .SetIsDeadGenerator(entity => entity.isEnemyDead)
    .SetPositionOverride(entity => entity.transform.position + Vector.up)
    .RegisterInsight("Health", entity => $"{entity.enemyHP} HP")
    .SetConfigKey("Entities");
  1. The first line sets a Name Generator. This is basically just a function that generates the name for an insight carrier, which is shown at the top of its panel.

  2. The second line sets the Personal Name Generator which is basically the same as the one above but that name is displayed as a kind of 'subtitle' in the insight panel.

  3. The third line sets the Is Dead Generator which computes whether an object should be presented as 'dead' or not. This controls the death overlay of the panel.

  4. The fourth line sets the Position Override which can be used to override where the panel is positioned on the entity. This defaults to (0, 0, 0) of the parent object.

  5. The fifth line registers the actual insight function that displays the current health of the entity. It provides an instance of the object and expects a string as return value.

Note: This function is called every second for every object the insight is shown for. So take performance into consideration when writing complex insights.

  1. The last line sets the config key of your insight. This controls what config entry controls whether your insight panels are show or not. The configs can be found in the config file under Visualization.Insight.<YourConfigKey>.

I hope this helps shiggy

serene marsh
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woa

distant stag
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I will probably add this and more to the wiki later on when I get some time. I am planning on fully releasing Imperium soon anyways after fixing some still open issues but I think overall it's pretty stable and feature rich for now

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I will also be working on a video guide with andrew that should explain the majority of the functionality once I actually release it

serene marsh
distant stag
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you can do it at runtime in unity explorer, or I have seen people adding an imperium integration to their mod for debugging

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I think it makes sense to add this integration as an soft dependency as others might be interested in insights of your entity if they have Imperium installed

serene marsh
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and how can i achieve this ? ^^
sowwy i am out of my element here

distant stag
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Like an example for this is the SetUIActivePatch method that is always called and the OnOpenUIInternal method which is only ever called when unity explorer is present

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Might add a tutorial for that as well on the Imperium wiki at some point

serene marsh
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oof

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im gonna stay with debuglog for now i guess x_x

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thanks anyway

manic ember
# distant stag wdym it overrides the first?

this is how ive implemented it.. i spawn 1 masked, it works and updates fine.
If i spawn a second one, the first one's visualiser, copies what is updated from the second one.
If i despawn a masked.. it stops updating completely.

internal class ImperiumPatches
{
    public static void maskedVisualization(MaskedAIRevamp.Personality p,MaskedAIRevamp.Activity a,MaskedAIRevamp.Focus f)
    {
        try
        {
            Visualization.InsightsFor<MaskedPlayerEnemy>()
            // Registers a new insight generator
            .RegisterInsight("Personality", entity => $"{p}")
            .RegisterInsight("Focus", entity => $"{f}")
            .RegisterInsight("Activity", entity => $"{a}");
        }
        catch(NullReferenceException nre)
        {
            //masked was deleted/despawned.
        }
    }
}

FixedUpdate in my attached component to MaskedPlayerEnemy

public void FixedUpdate()
{
    if (Plugin.imperiumFound)
    {
        try
        {
            ImperiumPatches.maskedVisualization(maskedPersonality, maskedActivity, maskedFocus);
        }
        catch (MissingMethodException mme)
        {
            //v50 error.. just ignore. (imperium 0.1.9 and before only)
            Plugin.mls.LogWarning("Imperium Visualisers Integeration has an (MME)xception...\n\r" + mme.Message);
        }
        catch (Exception e)
        {
            Plugin.mls.LogWarning("Imperium Visualisers Integeration has an (E)xception...\n\r" + e.Message);
        }
   }
//more stuff after here unrelated
}

sorry if i missed an ending bracket 😄

distant stag
manic ember
distant stag
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you should make the insight a pure function, meaning it only takes the provided entity parameter in account and no external values like the personality options you provide from the outer function

manic ember
distant stag
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to make this work, you would need some kind of way to get the personality of a masked based on the provided MaskedPlayerEnemy

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like a map or something that maps all personalities to maskeds

manic ember
distant stag
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you should only need to register the insight once at the start usually

distant stag
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well as I said, you could also make an external map where you can get the personalities from based on the masked you use as index

manic ember
#

ah well, that explains a lot xD thanks, i was quite happy with it working for one masked, but people weretelling me it wasnt working, so i figured when i saw the chatter about insights, i might as well ask. haha

manic ember
distant stag
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yeah if you have an integer ID

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Instance ID could work

manic ember
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actually, i just realised, its instance id from my mod, so that maybe different to the vanilla masked's ID

distant stag
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but you need to use a map, not an array

manic ember
wheat turret
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I can't tell if this is something specific with Imperium spawning Bracken with Imperium seems to put him in a weird glitched state.

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There's no error or warnings popping up in the console either.

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When he spawns, he just stands in place and slowly rotates.

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If you hit him, it puts him in a glitched chase state where he's way faster than usual.

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He can still kill on touch but he seems unable to do it again until he becomes unglitched.

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As for how he becomes unglitched, I'm not entirely sure, but it seems that if you leave him and let him go back into his sneaking state, he goes back to working normal.

bitter compass
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devtools works for me if u wanna test whether imperium breaks him, i'd recommend using test room since it'd be easy to locate

wheat turret
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I'll look into it sometime later.

bitter compass
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Cuz you can just spawn them in the testroom, they always spawn in one specific node, lol

distant stag
oak hedge
#

FYI, not sure if this has already been reported but it looks like imperium fails to load due to a soft compatibility patch failure for WeatherRegistry ```[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly giosuel.Imperium, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load type of field 'Imperium.Integration.WeatherRegistryIntegration+<>c:<>9__2_0' (1) due to: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000
at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly assembly) [0x0000d] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_000D
System.TypeLoadException: Could not load type of field 'Imperium.Integration.WeatherRegistryIntegration+<>c:<>9__2_0' (1) due to: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly giosuel.Imperium, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load type of field 'Imperium.Integration.WeatherRegistryIntegration+<>c:<>9__2_0' (1) due to: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

distant stag
#

thx PES_BlankieThumbsUp

oak hedge
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no worries, I've just started trying to test with this mod and noticed I dont get a mod menu or anything lol

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wanted to spawn specific items in the interior

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oh it wasnt the soft compat failure

distant stag
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yeah, this issue shouldn't affect anything besides weather, if anything, its just a bunch of errors

oak hedge
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hmmm

distant stag
#

it seems like your UI layout config is faulty, have you tried resetting that field?

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have you manually edited the config?

oak hedge
#

through gale

distant stag
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did you edit the UI layout config specifically?

oak hedge
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i'll delete it and let it reset

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i dont think so, which section is that?

distant stag
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uhh not sure actually

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it shouldn't break if it wasnt edited manually, weird

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but it shouldnt fail like that either, so its good that you found this case

oak hedge
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yeah im wondering if gale did something weird lol

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tried to reset window layout and this is what happens

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yeah config file looks messed up at that part

distant stag
#

lmao

oak hedge
#

i'll reset it now to see if that fixes the issue

distant stag
#

or did it happen before?

oak hedge
#

I think it was already set like that before I hit the reset button

distant stag
#

hmm, but the reset button worked?

oak hedge
#

oh no, I deleted the config and letting it regen

distant stag
#

I see

oak hedge
#

does this look right?

distant stag
#

yeah, empty field should work

oak hedge
#

hmm, weird. Gale still doesnt detect a default value for it

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but maybe that'll fix it shrug

distant stag
#

well default value is empty

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so this is intended

oak hedge
#

gotcha, i think you might wanna set default value to "" tho

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if anything for the gale thing

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yeah I changed something in gale's config manager and it put the = back lol

distant stag
#

actually having the characters "" is probably just gonna be more annoying for parsing

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because when a value is there, I don't think it would be surrounded by "" anyways

distant stag
oak hedge
oak hedge
distant stag
#

might wanna notify @autumn epoch about this then, might be a gale issue

oak hedge
#

I usually register my empty string config items with a default value of "" though

distant stag
#

like this, no?

oak hedge
#

yeah I'm wondering if it's the recent fix for removing extra spaces

oak hedge
distant stag
#

because I would need to do this if I wanted the actual characters to appear in the config

oak hedge
#

yeah nah that's not what I meant

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sorry for the confusion

distant stag
#

all good lol

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okay yeah I fixed the error on my side, it should just reset the config now when something is broken with it

oak hedge
#

that's good NODDERS

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what's weird is I haven't noticed this issue with any of my blank config items with gale

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Only difference I see between one of my blanks and yours is I have a description set?

# Setting type: String
# Default value: 
SetupConfigCode = 

## Paste a config code here from the insanityconfig generation page
# Setting type: String
# Default value: 
InsanityConfigCode = 
# Setting type: String
# Default value: 
WindowLayout = 

# Setting type: String
# Default value: Imperium
Theme = Imperium
#

gonna link this discussion in the gale thread

distant stag
#

sounds good PES_BlankieThumbsUp

bitter compass
#

i think LLL does "default value is empty" unless thats teh mod manager

plucky granite
#

Sometimes it doesnt even register the total amount nor will it count up - scannodes are gone ._.

#

^and yes, removing imperium fixes the issue >.<

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it doesnt register enemy scans either

distant stag
#

yeah, this is because your resolution is turned up, currently this breaks scan nodes

plucky granite
#

Ohhh okie

somber seal
#

Any idea what these are?

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They seem to be meshes for the Eyeless Dog & Hoarding Bug. Also, i spawned a billion Jesters

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I did some further testign and found that if it's just jesters, then the frame drop is nowhere near as bad. Is it possible that these meshes, on top of the AI behaviors, are the reason for the horrible frame drops? Like, it seems horribly optimized

somber seal
#

Also, I fast forwarded the day

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So a lot of stuff was spawned in

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If it’s the beginning of the day, the frame drop is nowhere near as bad

radiant creek
#

makes sense

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yeah idk maybe it can be optimized

somber seal
#

Hopefully, somebody has the time to optimize the AI

radiant creek
#

tulip snakes also cause insane lag spikes in vanilla sometimes

manic ember
#

i would assume that its related to constantly tracking your location.. not sure thats how jesters work.. as i havent really looked at them.. but.. once they have popped, they are looking for your location accross a vast distance, if it didnt update regularly.. they would run to the wrong place... im guessing thats why there is a lag/fps drop.

its the same with masked in my mod, sometimes they calculate things a bit too often, and so more than 5/6 of them will likely lead to low fps. xD

somber seal
somber seal
# somber seal

I'm wondering if these things surrounding the Dog and Bug are the reason for frame drops. it looks like there's an excess amount of polygons

#

Honestly, I don't know.

sharp spire
#

is there a way to reset the position of the windows in-game (in a way other than reset ui/factory reset)? whenever i resize the game window in any significant way the object explorer becomes irretrievable

distant stag
#

there currently is no way to do this, you would have to move the windows beforehand so they don't disappear

#

its gonna get fixed in the next version

sharp spire
#

thank you, because i keep having to reset the config lol

peak sigil
#

Can I find an items file name through imperium

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been trying all day to figure out what the cosmic apparatus file name is

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I want to configure it's value

distant stag
#

What is a cosmic apparatus?

manic ember
manic ember
#

"lock doors" button seems to toggle the locks on all doors, unlock seems fine, close/open seems to unlock all doors as well. (but thats fine, just, commenting incase that wasnt desired)

distant stag
peak sigil
distant stag
#

Uhh, maybe it's called differently internally? As long as Wesley's moons uses LLL (which I think it does) I don't see a reason why it wouldn't show

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I know that items added with LLL work in general

bitter compass
#

He will next update but the moon's haven't updated in months

distant stag
#

Rip

#

Well that will fix itself in that case (hopefully)

peak sigil
scenic wagon
#

Is there any way I can spawn a barber with no AI?

#

for. screenshot purposes

distant stag
scenic wagon
#

okay, ty

burnt cradle
#

Hey

#

How do I go into freecam mode with this mod again?

#

and ping respond to it

#

so I can see it and save it incase i forget again

distant stag
hollow granite
#

I think it’s in the README for the mod

acoustic swallow
#

how do you toggle layers in freecam? my mouse is locked to the camera and i don't know how to unlock it

hollow granite
acoustic swallow
#

that was it, thanks

manic ember
#

when changing the speed of time.. and hitting the reset button.. time speed does not reset to normal.. xD moving the slider fixes it.

torn bough
serene pecan
#

I can't spawn the Key item

dawn ridge
hollow granite
#

I'm guessing it's that "1 more results..." but I don't know that you can scroll down to it. Not sure if typing "Key (Key)" works? I'm thinking with the mods they've got "Key" returns the propper item but there's too many results to fit.

serene pecan
hollow granite
#

Scroll would be ideal. I can see why it's not there as I doubt in vanilla this happens much. I also won't pretend to know how simple adding a scrollbar is, but it would probably be a good way to get around this sort of edge case.

serene pecan
#

The list already has the ability to select items with the arrows keys so it should work fine

bitter compass
#

Make a PR cool_psh

distant stag
#

based

torn bough
distant stag
#

lol

loud drum
#

how do i freeze enemies in place?

distant stag
#

you can turn off their AI in the object explorer

loud drum
#

ok

serene pecan
#

Clients can't teleport for some reason. It just teleports a fake crewmate instead

#

And it's only visible from that client that teleported it

torn bough
#

istg that bug has been haunting imperium since its creation 😭

wary violet
#

Can you control which interior you'll get through Imperium?

jovial verge
#

no

hollow granite
tight wharf
#

i discovered something

#

you could do that?

distant stag
# tight wharf

:D yep! The auto clipping planes outside are still a bit off sometimes but this will be fixed soon in the 1.0 release

#

I might have to make it more obvious that the map is rotatable, thanks for participating in this involuntary UX test 😄

tight wharf
#

🤭🤭

torn bough
# tight wharf

WHAT ive used imperium daily a couple months back how did i not discover this!

torn bough
#

i imperium full release...

warm mortar
scenic wagon
#

omg is there any way to clear these help

#

i hate waiting for it to end

distant stag
#

you can turn them off completely

#

if you want

scenic wagon
#

not exactly what i wanted but understandable

errant kestrel
#

maybe you can add a menu which can manage other players (eg. godmode, inf sprint) even if they dont have imperium

#

and when you execcute the command you can choose if its silent (doesn't send a notif) or it tells the player

distant stag
errant kestrel
#

also, can you make it so that the next time you open freecam, the freecam teleports to you instead of staying in the same place (maybe a menu in freecam to toggle it)

#

or just a keybind in freecam to teleport back to your client

distant stag
#

I think it would be more annoying than useful if it auto teleports to you everytime you open it

errant kestrel
#

oh

hazy gulch
#

Does quickload work right now? I have all the config quickload options set to true, but it only seems to skip intro and online/lan screen

distant stag
#

well the first skip works, the second doesn't

bold gull
#

could some sort of scroll be added to the spawn searchbar results?
i'd like to be able to pull some things up without needing to know the exact name but other search results are clogging the list

reef ember
#

Hello gang

#

It’s fine if not but could it be possible to get a standalone ventilation timer?

#

I fw it heavily and I wanna have it on a normal pack

distant stag
#

Hmm interesting idea, I thought about extracting some stuff from Imperium into standalone mods

#

I put it on the list

manic ember
distant stag
tight wharf
#

imperium will be a modpack? 🤭

reef ember
distant stag
torn bough
#

wasn't there a imperium modpack already (not actually imperium)

distant stag
#

Yes lol

normal trench
#

A little QOL feature i'd like is the ability to turn off imperium UI sounds, they can sometimes be annoying while I work on Lethal Resonance and the like

distant stag
#

yeah makes sense, I added it to the list

torn bough
distant stag
#

very big

torn bough
#

:artipoint:

alpine glacier
#

How does Imperium recognize the ship?

Because I just tried to teleport to the ship...

This is NOT the ship ;-;

distant stag
#

so if for any reason the ship is duplicated it might teleport you there

alpine glacier
distant stag
#

i mean I guess

#

what are you even doing? lol

alpine glacier
distant stag
#

wait you just duplicate the ship with all the scripts and lights?

#

isnt that like terrible performance wise?

alpine glacier
#

I duplicated everything and went through every single object and deleted scripts and mesh colliders

#

I even sorted everything SCaraara

#

I did the same with the Cruiser. I hope that doesn't cause issues with Imperium?

distant stag
#

mostly Imperium goes by scripts

#

but the ship doesn't have a distinct script and I didn't want to go off terminal and do parent.parent.parent.parent to get the ship one

#

so if you rename it, it shouldn't be a probem

alpine glacier
mighty swallow
#

maybe someone else can look for me

#

the ship stuff has a navmeshmodifier? component that has a specific layer or tag that explicitly is for the ship

#

Unless we have moons that are messing with the ship position nowadays you can also just sample the ship position in samplescenerelay since it has to allign anyway

feral sentinel
#

there is also StartOfRound.Instance.elevatorTransform

distant stag
#

Yeah true, this code is pretty old and I never really put more thought into it until now, I think using the reference in StartOfRound might be best because thats never gonna change with mods probably

distant stag
distant stag
feral sentinel
#

but you are guaranteed for that to be connected to the actual ship

#

and you are probably having to do a Find for catwalkstairs anyway

mighty swallow
#

wont work during landing

feral sentinel
#

wdym

mighty swallow
#

nevermind i need to finish my coffee

#

brain death syndrome

distant stag
#

I doubt anyone would change be names of the ship objects randomly

mighty swallow
#

If you wanna be cute just manually offset the close button object

#

relying on gameobject names is dumb

distant stag
#

Well not like I ever intended this to be used with mods so I didn't really think about what could be changed by them

mighty swallow
#

Where do you want on the ship exactly?

distant stag
#

Also, I think something broke with vain shrouds, lamps are now being listed as vain shrouds because the only way to find them is via some layer which apparently lamps also use, but i swear this wasn't the case when I released the feature

feral sentinel
#

not sure what you mean

#

oh you mean the manor decorations

#

i see

#

i thought you meant fancy lamps

#

yeah the manor decoration lamps are on the "MoldSpore" layer - my guess is that zeekerss originally used layer 16 for something else, then removed it, and replaced it with moldspore down the line

distant stag
# mighty swallow Where do you want on the ship exactly?

Well rn it's the entrance of the ship which I find very convenient, it's the position of an object called "CatwalkShip", I don't think there is any direct reference to that specific object so I will need to use names (or child indices lol) one way or another

feral sentinel
#

unity still had lamps "stuck" to that layer though

mighty swallow
distant stag
#

why does life have to be hard

feral sentinel
#

to be completely honest you can probably just remove the vain shroud functionality until future notice

#

zeekerss has removed like half of the systems that were related to vain shrouds and broke a couple others

distant stag
#

Yeah, it was really annoying to implement and it always hurts to remove code like this even though nobody uses it probably (looking at you, event log)

feral sentinel
#

also at least as of right now, zeekerss said he isn't planning to bring the kidnapper fox back anymore

distant stag
#

Rip John

feral sentinel
#

there's still yesfox

#

but by default it's probably fine for imperium to just drop vain shroud support, at this point

mighty swallow
#

vain shrouds would have been better handled by just tracking when the game spawns it's prefab, no?

distant stag
#

So where I can, I try to use layers or tags or even names if possible

mighty swallow
#

You can prefix the Unity instansiate functions 😄

distant stag
#

I think we talked about this before

#

It could actually make a lot of things easier and more unified

#

I just haven't looked into it

mighty swallow
#

You can't easily patch functions that directly call into c++ land but i think a majority of the insansiate ones like middle-man that call

distant stag
mighty swallow
#

oh i feel that

distant stag
#

I have like 3 mods I still haven't even published one of which I put in a shit ton of effort and work into but I just can't work on it rn

mighty swallow
#

stargazer go brrr

distant stag
#

That's the map thingy right

mighty swallow
#

ye

distant stag
#

Ive seen your reddit post a while back, looks pretty cool

mighty swallow
#

Yeah I think you should be able to fuck with these fine(?) I've actually never patched a static function before but

#

You can postfix them and compare the Object coming in to identify

distant stag
# mighty swallow ~~stargazer go brrr~~

For me it's mainly a content mod which changes a lot of gameplay and basically makes the game into DOOM / zombies with special LC-themed mechanics
I've gotten a lot of positive feedback from testers and I hope to be able to release it soon before the game dies completely lol

#

Although I might have some time looking at the stats, somehow the game got more popular again with the "recent" few updates

mighty swallow
#

neat

distant stag
#

Also due to my time issue discord_woozy

mighty swallow
#

Oh forsure but in general that might be a better way to track objects as they come in 😄

distant stag
#

For sure

pseudo sable
distant stag
#

I completely forgot about that

stable imp
#

not sure if it was already reported but

distant stag
stable imp
#

i see

serene pecan
#

@distant stag Would you be able to add an option in the Ship Control or Cruiser Control to enable and disable the ships magnet?

It would be awesome if you could add these to the Cruiser Control:

  • Add a button to save the cruiser's current position and rotation.
  • Add a button to load the saved cruiser's position and rotation. (If a position and rotation is saved and a cruiser doesn't exist spawn it at the saved position and rotation) (You could take it a step further and have multiple presets for saved positions, maybe have a dropdown to select a preset like "Preset 1", "Preset 2", "Preset 3", ect... if you add this it would be nice to have these presets be saved globally)
  • Add a button to reset the cruiser's health to max.
  • Add a button to refill the cruiser's boost meter to max (I don't want to use the infinite boost setting since I'm practicing for real games)
  • Add a button to start the cruiser's engine.

These would be awesome for practicing the cruiser jump on Artifice and other maps.

untold echo
#

despawning a butler as its chasing you makes the chase music permanent

distant stag
#

The other buttons seems straightforward, I added them to the list

pseudo sable
#

the main concern as I understand it is that the rotation takes a lot of adjustment for testing lineups, so if teleporting to a waypoint doesn't apply a rotation as well, it won't be as useful

serene pecan
#

Yes, rotation would also need to be saved

twilit kestrel
#

Is there already an inverse teleport button? 👀

twilit kestrel
#

Dumb autocorrect

#

I meant inverse

#

Not increased lol

junior shell
#

is there a way to make my hands invisible?

#

i can make my hud and helmet visor invisible, but my hands are still there

#

want to try to record with no ui or hands in the way

#

when i enable flying my hands are raised

#

also trying freecam, but how do i get rid of the remaining ui?

#

like hide the fov, speed, layers ui

distant stag
#

when in freecam

junior shell
#

🙏 thank you

tight wharf
#

i've found a small issue

junior shell
#

in italics??

tight wharf
#

when using Imperium's map (F8) the zoom slider is backwards

#

i zoom "out" to make the map closer to me

junior shell
#

one last question btw, how do i adjust the speed slider in freecam? i figured out the layers & fov.

junior shell
#

tyvm

distant stag
#

|| literally TE_trollSmile ||

radiant creek
#

the scroll wheel is representing the imaginary wheel in the level that goes forwards and backwards.

junior shell
#

oh ok i see something about minicam and i think this is what i was looking for, not the freecam

#

now i just need to figure out how to hide the extra floating arms and red sphere

#

going through the layers and flipping things on and off, but i cant seem to hide it

junior shell
#

so it was actually "F" to use freecam and move camera around
then "X" to access minicam (stationary)
then "F11" to hide all ui in minicam

#

messed with layers & render settings, flipping everything on & off, but still couldnt get rid of floating arms & red sphere on player
thankfully i dont need to record shots with players in view, but would be great to know how to hide those for future reference

junior shell
#

bro i dont even know what i did, but i did manage to hide the freecam ui after restarting the game
but now i dont know how to make it show up again and im mashing random buttons on the keyboard trying to bring it back xD

wary violet
#

Just check the keybinds page.

junior shell
#

idk if its a bug or oversight, but it doesnt show up in there

#

NVM i started going through all the keys in the list

#

the "L" key was what i was looking for

#

slowly becoming an imperium camera master yoiled

manic ember
#

saying that though, i dont see those arms when using free cam, so unless they only show up with minicam, there maybe an easier way to hide them xD

serene pecan
#

Imperium is setting the timesFulfilledQuota -= 1 every time you set the day with the menu or join a lobby

distant stag
#

hmm youre right

#

I wonder why I did it like that

serene pecan
#

I noticed it when working on my StreamOverlays mod x3

muted geyser
#

hello! how can I disable the spawn cycle info midgame? I don't wanna get spoiled which enemies are spawning^^

distant stag
#

you have to restart though, this is currently a bug

muted geyser
#

ohh I see, no wonder it didn't work x)

tight wharf
#

hey, i wanted to report a small bug: the Moon Control Center is not updated after the day ends, showing wrong weathers in dropdowns 😅

crystal sapphire
#

Also, not sure if it's on the weather registry's side or here, but after using imperium's teleport function the weather effect object stops following the player. @tight wharf

hollow granite
#

It usually returns after stepping through an audio reverb trigger that enables weather. It might just be how the object follows the player in the game and not an Imperium thing.

peak sigil
#

idk, I think smth weird with emperium's tp cuz I teleport to the app and no matter what mod, it's 80 instead of the price I put it as

#

tho I think it's mainly imperium

distant stag
peak sigil
#

its been like 2-3 weeks since I've done it though so maybe it changed

distant stag
#

Have you tried without Imperium or without tping?

feral sentinel
#

@distant stag @peak sigil it is additionalnetworking

#

when it syncs scrap values it updates the apparatus scan node to display $80 instead of ???

#

matty is aware of this issue and plans to fix it after his vacation

peak sigil
#

you know the price tag that pops up when you drop an item

#

it'll be 80 and not 240

feral sentinel
#

yes

#

additional networking is doing that

peak sigil
#

it's not only changing the node but the actual price as well?

feral sentinel
#

yes the scrap value gets synced across the network

distant stag
feral sentinel
#

it's one of matty's mods

#

it's not a dependency of LNAPI

#

it resolves some instances of vanilla desync

distant stag
#

Ah so it's unrelated to imperium or its dependencies

#

I see

#

Thx for the clarification

molten mulch
#

AN is indeed changing the scannode from ??? as it's calling the vanilla method for setting value which updates the scanNode too. will be fixed after my vacation 😄

normal trench
#

Option to still take damage but be unable to die would help in some cases

sullen pilot
#

how do you see the navmesh with imperium?

distant stag
sullen pilot
#

i looked through visualizer, couldn't find it

hollow granite
#

I can't quite figure out why this is happening and logs don't seem to have anything (but I can get you some if you need), however when testing an interior I've been working on I noticed the Bracken being weird. He played no walking animation and didn't really care if you saw him, just choosing to freeze in place (or slide on by sometimes if he was heading to another node). I thought something was wrong with my interior but after testing on vanilla ones the same thing occurred. However, I tested further and it seems the issue is he doesn't know you're inside if you're inside when he spawns. Leaving the facility and returning fixes him. With just DevTools installed I was able to determine he behaves fine if he spawns when you're inside but as soon as Imperium is added you can't be inside when he spawns or else he seems to break until you exit/re-enter. Pictured here, he's being a very chill guy but I'm absolutely targetable.

feral sentinel
#

i encountered this issue in vanilla too

#

does it have anything to do with the "invisible" or "untargetable" settings

#

out of curiosity

hollow granite
distant stag
distant stag
#

it might be a problem with the patch then (?)

#

usually these indoor/outdoor problems only occur when you TP and even more so when the game TPs you when you should die (e.g. when you have godmode on and the ship leaves)

hollow granite
#

It's possible sometimes it was my TP-ing in via the teleport tool but I used the main entrance like normal in other tests. Unless the "teleport to main entrance" and then going through the door still caused issues

#

I can mess around with more testing at some point. I just kind of panicked thinking I'd somehow broken my custom interior I've been working so I was just trying to confirm if it was that mainly, then after it appeared to not be my interior see if it was Imperium which it seems it was.

hollow granite
distant stag
#

I guess you could also try spawning a jester and see if she paths to you or not

#

Jester behavior is pretty obvious when your indoor/outdoor status is broken, she kinda stuttersteps in a weird way

hollow granite
#

Ok. I’ll try to find some more time to mess around with it

pseudo sable
#

I've observed the issue as well, and as far as I could tell the bracken did have nodes

#

I assume you're referring to its indoor/outdoor status rather than the player's

#

one other thing that may be useful to know is that you can simply jump to fix the bracken

#

that also makes you untargetable, but doesn't require you to leave the interior and come back

distant stag
#

I don't see why the bracken's indoor/outdoor status would ever change if you don't teleport it manually

pseudo sable
#

hmm then I know for a fact that it's not that, unless you mess with the entrance teleports in a way that could break them

#

I specifically test things by going to main entrance and entering since I have seen that teleporting inside doesn't set flags properly

distant stag
pseudo sable
#

yeah, mainly what I'm thinking of is with freecam

distant stag
#

what exactly is not set correctly? when I was working on this other project where I have multiple dungeons at the same time I was able to pretty consistently teleport myself with the Imperium functions and it worked pretty reliably

distant stag
pseudo sable
#

I usually just use the to freecam button but I assume that's the same functionality

#

minus the pointer

distant stag
#

hmm I would assume so, I wrote this a long time ago but I think everything uses the same base functionality for teleporting

pseudo sable
#

as far as flags, not sure exactly which ones, but the lighting never changes

#

I never looked closer at it

#

but it's not a big deal, I just tp to main and then enter and tp elsewhere

#

the bracken thing is a much bigger problem

distant stag
#

it is possible that some reverb triggers won't work correctly, and that, for example, the weather noises don't stop but that is really hard to fix as these triggers are placed in specific places the player usually has to go through

pseudo sable
#

I don't think that reverb triggers are used for indoor lighting when entering

#

if you wanted to fix it, you could just activate the main entrance teleport and then teleport after

#

presumably anyway

#

(I say "I don't think", I know they aren't on Black Mesa as I have worked on that one and all it has is an entrance teleport, just can't comment on other moons)

distant stag
#

I think I know what you mean with the lights, like when the outdoor lights don't activate when you go outdoor, right?

#

do they consistently not work for you when teleporting?

#

I think I have encountered this issue in the past but it was only in combination with some other shenanigans

#

like when the game teleports you back to ship when you have god mode on, the night vision just stays on

pseudo sable
#

can't see anything when I tp in

pseudo sable
distant stag
#

Hmm interesting, I'll have to look into that

hollow granite
scenic pasture
#

any ideas about this error message? i tried searching first but no luck
basically the bracken is unable to distinguish when it is in players fov and so it just freezes up in its stalking pose

#

and none of its animations for movement are playing, it just slides around on the floor

hollow granite
distant stag
#

why is everyone experiencing Imperium bracken errors recently?

scenic pasture
#

no idea
thought it was caused by another mod randomly breaking but i havent messed with enemy ai

#

haven't seen it happen on an actual session tho, just when im testing things

scenic pasture
#

seems like an issue with resetting a lobby
if you quit out and then start a new day, thats when it seems to break

#

if you reboot the game between sessions, it doesnt happen, or at least not for the same reason

#

just my observations, i've been able to replicate it a few times now

dawn ridge
#

sorry for the ping, but i wanted to know about the progress on the fog fix for freecam. its making my moons look really ugly without it and i couldnt find another alternative

distant stag
#

uhh well I haven't really been able to work on Imperium for some time now due to exams and other school stuff

#

I'll probably be able to work on it again next month

serene pecan
#

Why does it say "loyal" when you spawn enemies? nkoHehe

#

1x loyal Bracken have been spawned

#

They still kill you nkoHehe

torn bough
distant stag
torn bough
#

Giosuel.

dire island
#

Hey I was testing navmesh on some moons, and idk how, but Imperium just could not spawn old birds

#

[22:21:51.9595122] [Error : Imperium] [SPAWN] [R] Unable to find requested entity 'RadMech'.

torn bough
torn bough
radiant creek
manic ember
#

erm... this was just working, i changed 1 line of code in my mod, reloaded.. and got this.. disabled my mod.. got this again.. so its not the line of code thats the problem, something just broke xD

[Error : Imperium] [SPAWN] [R] Unable to find requested entity 'Masked'.

i just removed some mods (wesleys moon collection which i was testing something on) and dependencies from my mod test profile and suddenly it works again.... i d k why though x.x

it was only the masked i couldent spawn, other enemies were fine afaik.

hazy gulch
#

Is Imperium always controlling the power pool in the moon control center? It feels like less stuff is spawning than usual

distant stag
#

It shouldnt have any influence if you don't change anything

narrow kite
#

is this mod still functioning in the newest version? any known issues or incompatibilities?

distant stag
#

yeah, it should be working

narrow kite
distant stag
#

F1 is to open the main menu

narrow kite
# distant stag F1 is to open the main menu

thanks. i remember the first time i tried imperium i also had this fov jiggle. as im testing rn its the same problem. its kinda twitching a little bit the whole time which is really distracting (even if none of the menus are open). can you somehow turn this off? maybe its an incompatibility with a fov mod im using.. im using the mod "fov adjust"

distant stag
#

you can change your fov in imperium's render settings

narrow kite
#

@distant stag how can you interact with the menu that shows in freecam?

distant stag
rigid wolf
#

Is there a way to page down or see more than 6 results when looking for an object in the spawn menu?

paper rapids
#

Anyone else start a new game as host and have Imperium tell you that it failed to load and the host denied... but you are the host. I checked my settings, nothing changed since the last time I used it.

manic ember
paper rapids
#

I did multiple times unfortunately, I had to give up lol

paper rapids
#

I might have figured it out, leftover mods from removing a moon

distant stag
paper rapids
#

Yeah... I added a mod at some point to limit the logs to try to stop some of the lag and it stopped the unity window from opening entirely. I removed the mod but it still doesn't open.

distant stag
#

there is also a log file in the r2 profile folder which should be active by default

distant stag
pseudo sable
#

that mod that changes the BepInEx config is so stupid lol

#

iirc it literally bundles a config file that replaces the generated one

distant stag
pseudo sable
#

it's been a while since I saw it so I don't know the name tbh, but I've seen it a few times in some packs people gave me for debugging

#

I didn't think it had anything particularly descriptive about the fact that it was just a config, so it would probably be hard to find

feral sentinel
#

@pseudo sable the bepinexpack that almost every mod lists as a dependency includes a bepinex config file

#

is that what you are referring to?

#

iirc it mainly just changes the console to display by default

#

maybe because the ror2 community thought it was helpful for troubleshooting with users

pseudo sable
#

hmm, not sure

#

pretty sure what I'm thinking of set it to not display

feral sentinel
#

imo it doesn't make a ton of sense to be bundling the config file, but /shrug

#

at least it never updates so it shouldnt be touching user configs after install

paper rapids
#

Got the window back, thank you. I will need to test later today on that specific modpack it was happening on as it worked on my testing one. Unfortunately work calls... Literally and figuratively.

violet stratus
#

Getting this error when trying to load a new save. I changed 2 settings in the config then it started. Removed the mod and config, reinstalled and still getting this, any ideas?

#

loading saves works fine when i disable Imperium too, and i had it working an hour ago so shouldnt be a mod conflict

distant stag
#

have you tried with a new profile? this doesn't seem like an imperium specific error

violet stratus
#

ill try that. it just started happening after changing configs back to default.

violet stratus
#

got the error again after slowly re-enabling mods but it launched. this is really confusing, gonna keep testing.

violet stratus
#

Ok, the error is showing up when i have PremiumScraps and Imperium (and their dependencies)

#

whole new profile with just those mods. however it loads fine. so theres something else thats causing to straight up freeze after

violet stratus
#

ok setting this to True fixed everything

#

i dont understand, ill test more later tonight

violet stratus
#

is there a way to disable the FOV setting entirely? its conflicting with an FOV mod i have for the other players (they arent affected) and it jitters my screen, even if i match the FOV values

distant stag
violet stratus
#

was this ever fixed? im getting the same issue. game freezes for a few seconds everytime this shows up in the console

#

spider webs causing lag for some reason

boreal dragon
distant stag
#

I believe the problem with Imperium still exists but it shouldn't be that bad or even noticeable in normal environments
I will work on this though and try to make the visualizer update cycle more efficient in the 1.0 release which should fix the last few major performance issues

violet stratus
#

only happens with spider webs, unless spores increase the lag spikes

#

every time they laid a web it would hitch and just sitting in the ship it would hitch when that popped up

pseudo sable
#

that hitch would occur only when there are a good amount of things tagged as mold spore

#

them being tagged as mold spore doesn't mean they are mold spores, you wouldn't have any way to know that that was the cause unless you're the moon/interior author

#

vanilla mansion has them all over the place

distant stag
pseudo sable
#

oh wait it wasn't actually tags was it? I thought it was layers

#

I repeated what Zac said but now I'm not sure what I remember lol

#

but yeah it was every spawn cycle or every time a spider spawned a web

distant stag
#

Ideally, this cycle wouldnt cause everything to update but keeping separate lists of everything makes the whole system very hard to scale
I will think of something in the next update as this is one of the biggest performance issues rn

#

Also, I will be removing support for vain shrouds in 1.0 so this won't be that big of a problem anymore anyways

pseudo sable
#

yeah

distant stag
#

Well I have had people spawn 50 jesters and complain but idk, at that point the game is probably laggier than imperium

pseudo sable
#

if there's one thing I could also suggest, I wonder how reasonable it would be for you to group your visualizers so they don't clutter up the root of SampleSceneRelay

#

all the objects in the list in UnityExplorer is part of the reason I always end up disabling Imperium while doing testing, even if it has functionality that could be useful

#

other one obviously being that I need to see realistic performance, but that's not all the time since with PathfindingLagFix I have to do a lot of AI debugging

distant stag
#

Hmmm interesting, I know some visualizers or gizmos are parented to their object
Are you taking about the collider visualizers?

pseudo sable
#

not sure which ones they are, they don't necessarily have the most descriptive names iirc

#

lots of numbers

distant stag
#

Yeah their names depend on instance IDs

#

I will have a look, I honestly never really noticed that lol, thx

pseudo sable
#

just after booting up the game without landing

#

these ones are fairly self explanatory though

#

then there's these

#

there's like 50-100 of them per level lol

distant stag
pseudo sable
#

can't hazard spawns be parented to the object that has the spawn component?

distant stag
#

Would probably make sense to parent them to Imperium's visualizer lifecycle object

pseudo sable
#

but if they have no logical parent, they could at least have a shared parent to reduce their count at the root to 1

feral sentinel
#

could still probably just have a default transform object in SampleSceneRelay called like "ImperiumStuff" and place all your stuff under that just to keep the root clean

distant stag
#

Yeah definitely

#

Imperium scripts are mostly already bound to their own lifecycle object, I could just use that as a parent

feral sentinel
#

unityexplorer is super slow for me but tbf im not on extremely new hardware and i am certain at least part of that is not just caused by imperium

pseudo sable
#

these also float at root

distant stag
#

Yeah unity explorer is pretty slow even in vanilla

#

And it's been archived sadly

pseudo sable
#

UnityExplorer is generally mostly slow for me when inspecting components

#

which makes perfect sense given how much reflection it's doing

distant stag
#

I thought about forking it and continue working on it but it's probably a huge pain and I might as well just rewrite it with my own UI framework
But I'm afraid I won't have time for that next semester

pseudo sable
#

oh yeah another thing that idk if anyone has mentioned, but for some reason the reset buttons in Imperium do nothing for me

distant stag
pseudo sable
#

I've had the object list off my screen for months now (been too lazy to delete configs since I use UnityExplorer mostly), and resetting hasn't even changed the position of the visible windows, let alone the one off the screen

#

tried both reset UI or whatever, and the factory reset

distant stag
#

Really? The factory reset should at least work

#

Very strange Hmm

pseudo sable
#

it didn't do anything at runtime, and unless it overwrites the factory reset when I move things around, it didn't make a difference after a later restart either

distant stag
#

Hmm, I'll have to do some testing but I feel like this worked for be in the past

#

Thanks for mentioning it

pseudo sable
#

well okay just tested again and factory reset does do something, but it doesn't change the visibility nor positions of any of the windows

#

it closed the UI and did a bunch of stuff, but reopening it showed the same layout

distant stag
#

Maybe it's specific to that config, like maybe it overrides it without reloading default

pseudo sable
#

and it also managed to make HDRP have a stroke and start spamming this

[Error  : Unity Log] Cascade Shadow atlasing has failed, only one directional light can cast shadows at a time
distant stag
#

Yeah lol I've seen this before

#

Not really sure how this happens though

pseudo sable
#

are you using a directional light for night vision yet?

#

I would assume it would be without shadows though

#

a simple script in C# console could probably say which shadowed direction lights are enabled

distant stag
#

Nope, it's one of the things I'll be working on next week (finally, exams over HYPERS )

pseudo sable
#

yippee hell yea

pseudo sable
#

oh and if it would help at all, lemme know which config/temp files might be useful for debugging the object explorer being missing, in case it's not reproducible

distant stag
#

I forgot how it was called but it's probably in settings

#

Something something UI layout

pseudo sable
urban elbow
violet stratus
#

i set 'Player spawn' in animation skipping to true and it stopped happening. Idk what mod is causing it though, but that animation being skipped helped

urban elbow
#

Premium scraps is doing some mono mod patching stuff in Player Update() so it might be my fault, but im not sure because skipping the animation is not possible in vanilla

#

strange

violet stratus
#

the most i found was having both mods on gave this error, but didnt crash it. When i have all my mods on it gives the error and crashes. so something else is causing the crash and idk if the error is related. i can look into it more later tonight to see what that third mod might be.

urban elbow
#

ye if you find more info please share

violet stratus
#

could you test both imperium and premium together? just so i know this isnt just a me issue .

#

and see if it also shows up. just start a save and itll be the last thing that shows up so easy to find

urban elbow
#

so there is def a conflict there

#

but there is no freeze or anything just like you said

#

so this is most likely another mod

violet stratus
#

@urban elbow These mods are causing it: Imperium, PremiumScrap and BetterSprayPaint (+dependencies). Having any 2 mods works fine, but all 3 together crashes without disabling spawn animation. Having all my mods enabled and having at least 1 of these 3 disabled also works fine.

urban elbow
#

uh

#

hmmm i really dont know why, this triangle incompatibility mods looks really hard to fix

#

the imperium + premium scraps error is already strange

violet stratus
#

and somehow disabling the spawn animation does make them work fine

#

knowing that could maybe help find the issue though. like to help more but i know nothing about coding/modding so just gonna use the simple fix for the time being and hopefully something can be done about it

urban elbow
#

dw its def something in the code, but to find where exactly and why is going to be hard

urban elbow
#

im going to need help from imperium dev for sure

placid lark
#

does imperium have issues with pizza probability? can't somehow trigger the meltdown when i teleport to the apparatus

urban elbow
urban elbow
#

so, im gonna go straight to the point

#

we have this error when having imperium + premium scraps + imperium config "skip spawn animation" = false
#1225942840282976316 message

#

Premium scraps is doing this in PlayerControllerB.Update, but i cant confirm if this is the conflict we are talking about

#

having skip spawn animation = true fix the error

#

and the error does not show in vanilla, without imperium, despite spawn animation clearly not being skiped

#

so the question is, is imperium doing something in PlayerControllerB.Update ? And is Premium scraps patch in here can conflict with something?

#

(woth noting, this error turns into a crash when betterSprayPaint is installed for some reasons)

serene pecan
rugged swan
#

Anyone knows a way to disable the scrollbar zoom on the map/minimap?

#

I assumed it was supposed to be disabled outside of the menus, but it isn't and it's becoming annoying to scroll through items and having the map change at the same time

distant stag
#

maybe you got Alt stuck somehow, happened to me before

#

pressing it should fix it, at least it worked for me in the past

#

otherwise it might be an incompatibility with some other mods (?)

rugged swan
#

I'm surprised I didn't notice that earlier

pseudo sable
#

another random request, do you think you could add visualizers for the box colliders that are used to block paths from line of sight while in free cam? could be quite useful for me to have an option to see that without having to fiddle with stuff in UnityExplorer and also block my own vision

pseudo sable
#

actually I misremembered, just enabling their renderers is enough to see them only on free cam

distant stag
#

How do I find them?

pseudo sable
#

they're referenced in PlayerControllerB so that they can be repositioned and scaled to extend forward

#

one sec

#

ok you would want to get

var rendererA = player.lineOfSightCube.Find("LineOfSightCube").GetComponent<Renderer>();
var rendererB = player.lineOfSightCube.Find("LineOfSightCubeSmall").GetComponent<Renderer>();

they use the cube primitive so the size should be correct

distant stag
pseudo sable
#

it's the boxes that are raycasted against to determine whether a path is out of line of sight

#

in EnemyAI.PathIsIntersectedByLineOfSight

#

used by bracken, spore lizard, maneater, etc

#

not a lot of people know how that stuff works so it might also be helpful for sweaty gamers to learn about the way paths get rejected

#

you can manipulate it in a few ways to make brackens path how you want

distant stag
#

I wonder if theres a easy way to visualize this, just for the freecam

#

I might be able to use an unused layer?

pseudo sable
#

the line of sight cubes themselves can just be enabled

#

they're on their own layer so they don't show up in gameplay camera

distant stag
#

oh

#

that makes things easy

pseudo sable
#

but if you want to give them a special visual then maybe you would want to modify the material

#

could be cool to also visualize the paths that are tested/rejected by the bracken but that would be a huge number of lines in some cases

distant stag
#

actually, you should probably be able to visualize them right now with Imperium visualizers, like the wireframe things I use for everything

#

almost every layer should have a toggle in the visualizer window

pseudo sable
#

you mean collider visualizers?

distant stag
#

yeah

#

no guarantee though

pseudo sable
#

huh, lemme check

distant stag
#

is it the "LineOfSight" layer?

pseudo sable
#

yeah

#

that layer isn't there sad

distant stag
#

okay there isnt a toggle actually because I wasn't sure what it was about / if it would be useful

#

adding it should be easy, give me a sec

pseudo sable
#

hell yea

#

is there a way I can enable it through UnityExplorer to see how it looks?

distant stag
#

enable the imperium visualizer manually?

pseudo sable
#

yeah

distant stag
#

Imperium.Visualization.Collider(value, "LineOfSight", IdentifierType.LAYER)
but this is an internal function

#

the API for this isn't really complete yet

pseudo sable
#

that's okay, I'm not tryna call it from a legit mod, just the console

distant stag
#

wait does the thing have a collider anyways?

#

Imperium visualizers only work with colliders

pseudo sable
#

yeah

#

I think they are physical colliders too

#

not even triggers

distant stag
#

huh interesting

pseudo sable
#

what's the namespace for IdentifierType?

distant stag
#

Imperium.Types.IdentifierType

pseudo sable
#

ay das nice

distant stag
pseudo sable
#

actually very nice that it works in first person too without covering all of your vision

distant stag
#

yeah, but the wireframe shader does funky stuff when it comes too close to the camera haha

pseudo sable
#

once that feature is in I'll have to tell some people about it lmao I want them to understand the bracken better

#

oh how so? doesn't seem like whatever it is must be too noticeable

distant stag
#

idk sometimes it has difficulties calculating the lines

#

I haven't quite figured out why

#

alsoo happens to very large ones

pseudo sable
#

like they're positioned wrong?

#

Hmm curious

#

I don't see anything odd here, although it's admittedly hard to tell for sure with some of them close to the camera

#

works well enough to see the width, height and depth though

distant stag
#

hmm thats good

#

I think it mainly has problems with spherical objects

#

due to spherical projection nightmare stuff I suppose

#

alright it's in

pseudo sable
#

oh maybe I somewhat see what you're talking about

#

if I look down in first person some of the lines diverge

#

curious

#

not a big deal but interesting

#

it also occurs in free cam when I'm lowering my camera below a certain angle while close to the lines Hmm

#

not sure if this is helpful but it seems to only happen on the left faces of this (closest the camera), at least at all the angles I've tried

#

(I'm on the hill to the right, facing to the left)

distant stag
#

yeah this is very strange, I have done some debugging before but idk I feel like this is a bit out of scope for me to fix, I guess we just gotta live with it discord_woozy

#

not like its super bad or anything in most cases

pseudo sable
#

oh yeah for this update it is not important if that's what you mean

#

just if having a consistent test case helps if you ever look at it later

distant stag
#

yeah that will probably help, I'll keep it in mind

urban elbow
#

Excuse me mister
What about my last message?

pseudo sable
#

(I did look at it from another angle and it warped in a different direction lol)

distant stag
distant stag
#

so what exactly is this doing?

urban elbow
urban elbow
distant stag
#

well this is all that the player spawn animation skip does

#

skipping this function shouldn't have any side effects as everything is being undone after the timer expires

urban elbow
#

I guess yes

#

But as I said I don't know if my patch is the culprit

#
  • this error does not show when imperium is not installed despite the spawn animation not being skipped in vanilla
    Honnestly I don't understand
distant stag
#

yeah this seems very weird

#

maybe there are some other settings enabled?

urban elbow
#

Ah maybe

#

Does imperium have something that can affect Update of the player?

distant stag
#

if flying is enabled, Imperium does some stuff with the movement of the player

#

also, there is a postfix patch that does some stuff if disable locking is enabled

urban elbow
#

Hmhmm I do have flying enabled

distant stag
urban elbow
#

I'm gonna try reproducing this with all settings disabled then

urban elbow
#

hmm having all these settings disabled does not fix it

#

only skip player spawn = true does

#

but that still does not explain why uninstalling imperium also fixes it

#

oh i got an idea

#

ok, by disabling my mono mod patch the error disapear, so my patch + some imperium stuff is def the conflict here

distant stag
#

so the patch only changes stuff in player.update?

urban elbow
#

this one yes

distant stag
#

this is very strange as this imperium setting should have nothing to do with that

urban elbow
#

hm

distant stag
#

and also, enabling the setting fixes it discord_woozy

urban elbow
#

hmm you know what, let's ask the goat @pseudo sable
sorry for the ping, do you know what this error means?#1225942840282976316 message

pseudo sable
#

I always invoke static methods instead

#

only thing I can suggest is finding that class that's getting the null deref and figure out how it could happen

#

you could also print out the generated IL in the cursor

urban elbow
#

ah

pseudo sable
#

although.. your patch is invoking static methods anyway, why not just add a new CodeInstruction(OpCodes.Call, typeof(ControllerMovement).GetMethod(nameof(ControllerMovement.ControlledMovePatch), [typeof(PlayerControllerB)])) instead?

#

or if your method is private or internal, use BindingFlags or AccessTools to get a reference to the MethodInfo

urban elbow
#

hm sure, but EmitDelegate should behave the same no?

pseudo sable
#

it adds a layer of indirection

#

it has to call Invoke() on a static instance of your delegate

#

which will then call the static method you defined

#

it should behave the same, but it appears not to be happy with you so maybe that would help

#

I believe the FastDelegateBag or whatever it was called stores some sort of lookup table for delegates, so it's possible that it screwed something up with that lookup table

urban elbow
pseudo sable
#

wait skipping the player spawn is what fixes it?

urban elbow
#

yes

pseudo sable
#

weird

#

I haven't got a clue why that would be

urban elbow
#

+the fact that this does not happen in vanilla despite not having the player spawn skip

urban elbow
pseudo sable
#

the class that's throwing the exception is in MonoMod.Utils it appears

#

if you print out the IL that it generates maybe we can figure out more

urban elbow
#

remind me how i can print the IL again?

pseudo sable
#

uhhh

#

good question

#

MonoMod's solution feels a bit overengineered to me, I can't find a convenient way lol

#

jeez, I think it's using what amounts to a linked list of instructions

#

yeah idk I can't be bothered lol I would just recommend invoking static methods instead

#

unless there's some helper method to print out the IL I don't know what you're supposed to do to debug this

urban elbow
#

oh boy

urban elbow
#

its pretty big

#

aaah ok found it

#

tf is that supposed to mean lol

pseudo sable
#

I don't really know how, but presumably they thought that this FastDelegateInvokers class somehow improved the speed of invoking something lol

#

maybe it generates IL somewhere, but I thought I saw some invoke anyway, idk

#

but those two calls ought to be two separate delegates, no?

#

you set the move input and then the sprint or something right?

urban elbow
#

yes move and sprint

pseudo sable
#

then it seems very suspicious to me that the index it is loading is the same both invocations

#

I think MonoMod decided to troll you

#

idk how many other mods are emitting delegates but it definitely seems like the ldc should be non-zero

#

and especially not equal between the two calls

pseudo sable
#

oh @distant stag also got this just now hitting O while in free cam and with UnityExplorer open (not sure if one or both of those is required to replicate this)

edit: I tried pressing O again in a new launch and unfortunately I didn't have it repro, so not sure what caused it tbh

urban elbow
#

this is more and more mysterious

pseudo sable
#

another thing I'm noticing, it looks like collider visualizers on the Colliders layer aren't showing up for some reason? for example, this here:

#

when I toggle the Colliders layer in the Colliders section it doesn't seem to make a difference anywhere in the level that I can see

#

Room works correctly as you can see in that screenshot though, very strange

tropic jackal
#

Has anybody used imperium successfully with betterspraypaint installed? Having BSP seems to just make imperium CTD on load-in, maybe an incompatibility.

feral sentinel
#

but i no longer have it enabled on my imperium profile so maybe something broke recently

tropic jackal
#

Tbf haven't had a chance to try just both of them together yet but I managed to narrow it down to that making Imperium not work for me

urban elbow
tropic jackal
#

I do, is that incompatible?

urban elbow
#

well, no

tropic jackal
#

Also I just finished what I was doing so I'll test just those two rn

urban elbow
#

but a "triangle" issue exists between Premium scrpas, imperium and BetterSprayPaint

#

that craches the game

tropic jackal
#

Ahhhh I see, that must be it then

#

Tyty, those triangles actually currently being the bane of my existence lmao

urban elbow
#

lol

tropic jackal
#

You wouldn't happen to know about any other particular triangles would you? My current strat is searching "modname incompatible" in the discord lol