#Lethal Fixes

1123 messages · Page 2 of 2 (latest)

chrome mason
#

Would you be able to fix masked on march? (walking trough the ship door, seemingliy not being able to path down from the fire exit at the front off the ship)

lost dawn
#

cuz it should be the same as every other moon

chrome mason
#

vanilla issue

lost dawn
#

yeah ik

chrome mason
supple orbit
#

what happened on 1.2.3 perceive

cunning shadow
#

looking at GIT it was just a rename of the assmebly+GUID

#

LethalFixes.dll > uk.1a3.lethalfixes.dll

supple orbit
#

yoiled oh ok ty

lost dawn
lost dawn
lost dawn
#

v1.2.5

  • Fixed the terminal scan command including dead bodies in the scrap counts
feral meadow
#

butteryfixes might patch this already

#

well im not totally sure

#

i did have to change some flashlight behaviors, but i had to take a few shortcuts for clients because it was causing other bugs. so there is a possibility it's fixed but also a possibility it's not

void granite
# feral meadow butteryfixes might patch this already

Probably, I also know FlashlightToggle used to cause a bug where people could have a flashlight without actually holding one but nowadays you can use GI to setup a binding for that or use ReservedFlashlightSlot and both don't cause that

#

I started using GI for it on my end cus I completely swapped to ReservedJsonSlots

clear locust
#

0194c3d3-7a7c-27d0-ce7c-ea452fc0bd73

lost dawn
#

I'm guessing you've been able to reproduce it more than once?

clear locust
#

Maybe it's because of the recent PathfindingLagFix mod update?

lost dawn
#

maybe not sure

#

I'll have a look when i wake up though

#

cuz its like 5am rn lol

clear locust
#

lol no worries

lost dawn
#

i did see the message earlier on but i was tryna concentrate on getting something working for one of my other mods

clear locust
#

Any updates on this? @lost dawn

lost dawn
feral meadow
#

just for what it's worth

lost dawn
#

i used all my brain cells before i went to sleep lmao

feral meadow
#

i have never gotten this issue before

lost dawn
#

I'm guessing its probably some conflict

#

ye

feral meadow
#

and ive used several of the pathfindinglagfix betas as well as the most recent version

#

so it would be a conflict with something else

lost dawn
lost dawn
#

(whenever you get a chance ofc)

clear locust
lost dawn
#

Will push out an update with it shortly, no clue what mod is causing it tho

lost dawn
#

I just noticed i never pushed it facepalm

valid jetty
#

which configs are the right one to have? both lethalfixes and lobbyimprovements have 2 configs and whenever i delete one of them it keeps coming back

valid jetty
#

ite

lost dawn
#

make sure you dont have the old dll as well

#

cuz u should only have the uk.1a3. dll

#

you'll likely have the same issue with bettervehiclecontrols as well since i just pushed an update to that and the rest of my mods that werent updated to the uk.1a3. guid yet

valid jetty
#

so once BVC gets updated i'll have to delete the old config too

lost dawn
#

yeah

valid jetty
#

alr

lost dawn
#

tbf it probably would've made more sense for me to just override the config to the original name for them all

#

but its a bit late for that now LUL

#

plus that wouldnt fix keybinds being reset anyway so shrug

valid jetty
#

oh is it gonna reset inpututils too

lost dawn
#

yeah

valid jetty
#

dang

lost dawn
#

i think thats done on guid anyway

#

the change was done months ago but i havent pushed any updates to most of the mods for ages so decided to just update them all at once before i forgot again LUL

lost dawn
#

I'll re-build this in the morning to fix the GetRandomNavMeshPositionInBoxPredictable exception 👌

lost dawn
lost dawn
dull crane
#

Is this mod redundant with that fix?

#

Or it's unrelated

crude roost
#

1a3 properly did it

#

i just checked

dull crane
#

thx

normal mantle
lost dawn
normal mantle
#

yes

lost dawn
#

Possibly very bad timing

#

Or might be bugged, will have a look when I get a chance 🙂

lost dawn
#

which makes sense since it was added to base-game

#

when you inverse teleport it doesn't activate for 1 second... which isn't very long

normal mantle
#

Ah, so I was just too slow to react. MoaiDrip

lost dawn
#

actually for the motion activated ones you have 0.2s to move

#

🤣

lost dawn
#

im guessing its either meant to be 1.2s or 2.2s

#

the entrance safety period is 1.2s so it logically makes sense that it was meant to be 1.2s for the inverse too

void granite
lost dawn
#

yeah

void granite
#

Neat

crude roost
#

thats one of those things i dont get why anyone would choose to turn off anyways

lost dawn
#

well it was a config option since it was more of a feature than a fix

feral meadow
lost dawn
#

maybe idk

feral meadow
#

like

#

he added the -1 there

lost dawn
#

it should either be +1 or nothing

feral meadow
#

he would have had no reason to place a number if he wanted the same cooldown

#

and if he subtracted 1.2, i could see the argument that he wanted it to be the same (and just forgot that spikerooftrap.update already does the counter)

#

but with him subtracting a number of a different value i really do believe he was trying to offset it

#

inverse teleporting is more disorienting than using an entrance door so i think him adding an additional second to the grace period makes sense

lost dawn
#

maybe

feral meadow
#

anyways i guess you've already pushed the update and doing a hotfix for this is maybe a little silly

#

but my personal interpretation is that a 2.2s cooldown would be more in line with "the intent" of vanilla

#

i think zeekerss just used the opposite arithmetic by mistake

lost dawn
#

probably

timid temple
#

LethalFixes flatlines Daytime and Outdoor spawns, leading to no entity from either category to appear

#

You can see this most clearly on eclipsed Embrion, where no dormant/awake old brids will appear

lost dawn
#

@prisma shale any update on v80 on nuget?

prisma shale
#

I could try to make a package locally and upload manually but euuuurghh

#

since steamcmd doesn't even work locally now I think it would be a pita

lost dawn
#

ahh

lost dawn
feral meadow
#

it appears the push-to-talk indicator no longer works for voice activity

#

in v81

void granite
#

Yeah noticed this earlier

lost dawn
#

at all or only with LethalFixes?

#

ohh i see... in v80 zeek moved DetectVoiceChatAmplitude to before the icon is enabled/disabled

void granite
#

Yeah I was told it worked with Push To Talk but it wasn't working otherwise

#

So it was specifically the LethalFixes implementation that was not working lol

lost dawn
#

yeah i see