#[EXPERIMENTAL] Lethal Intelligence + MaskedInvisFix

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patent swift
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#1240985198485573743 message

visual cosmos
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is it possible to make masked like.. mimic player mouse movement by randomly looking around?

patent swift
patent swift
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except zeekers hadthem doing 140 degree flicks.

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i could replicate it.. and do smoother movement... but, for now its disabled.

visual cosmos
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hmm

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i hope zeekers actually updates masked.. like, in any way for the christmas update

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he's gotta do something for them, since.. the last christmas update was when they were added

vagrant silo
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isnโ€™t he working on his other game rn?

visual cosmos
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he has another game??

viral rune
runic lintel
queen sky
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we played earlier today and we having no lags. downgrading mirage into earlier build fixed it. so its not this mod's issue. I hope

patent swift
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This mod is not compatible with old versions of mirage though.

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Sorry I should say, if your not running a version required then should disable the mirage option in my mod.

queen sky
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till what version is supported?

patent swift
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according to mirage changelog, the compatibility with this mod was added in 1.9.1

so, if you have 1.9.0 or before, the mirage option needs to be disabled in my mod, as my mod will be like "hey mirage, give me audio", and mirage will reply "???" and cause my mod to error.

queen sky
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alrighty

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im on 1.8.2 right now

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this one right?

patent swift
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yes

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i may have to rework the code behind that option though.. the intention was that no one would be running on old versions.

cedar oracle
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is there a way to disable taking the apparatus, it causes a few issues on some interiors for me'

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also I keep getting this issue where masked clump up here on offense

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I assume they are trying to get to the fireexit

patent swift
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tbh, i never ever thought about offenses's fire exit.. its probably one i need to chalk up as "cant reach". thanks for pointing it out.

patent swift
cedar oracle
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For example, on slaughterhouse, they can't reach the apparatus which seems to cause lag, and if I spawn one over there and it pulls it, it doesnt actually take it out.

cedar oracle
cedar oracle
patent swift
cedar oracle
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valid

patent swift
patent swift
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oh wait, you did, one sec

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masked never pull out the apparatus... they "sabotage" it.
ill have a look at slaughterhouse though.

cedar oracle
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one last thing, I dont know if this is an issue with 2 story ship or this mod, but masked tend to try and walk through this wall

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Im assuming its because of the navmesh from 2 story ship, but figured I would bring it up here just in case

patent swift
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i use 2 story ship, not sure ive seen an issue, but then i havent seen a masked reach the ship.

what moon was that on?

cedar oracle
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offense

patent swift
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oh that floor doesnt look like offense.

cedar oracle
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I just have navmesh enabled

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as a suggestion, it could be cool if masked would fight back against baboon hawks when attacked

patent swift
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they dont really have a weapon to fight back with.. they do the "instant choke kill" thing.

cedar oracle
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oh true

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maybe just apply it to the shotgun ones lmao

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once thats fixed

patent swift
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if i was to do it with any personality, it would be deceiving... but, aggressive is the only one i intend to pick up player weapons... maybe if a baboon hawk is nearby... deceiving will pick up a player weapon and target them.. i d k

cedar oracle
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could be cool, I do kinda wish deceiving would occasionally pick up one piece of scrap every now and then and just walk around with it or bring it near the ship while being watched

cedar oracle
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oh? I didnt see it in their description

patent swift
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they pick up scrap, and take it to the ship

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regarding slaughterhouse apparatus.. is this the only place the apparatus spawns?

cedar oracle
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I think so

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only place I have seen

patent swift
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ok, then the problem is slaughterhouse's to fix.

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that little wall in front is a PIT of blood... you fall in.. you die

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it has no navmesh

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so on the LADDERS there needs to be navmesh.. or an offnavmeshlink

cedar oracle
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makes sense

patent swift
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actually i maybe wrong, let me re-check

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cause... i made some code changes and was testing them.. and.. its bugging out ๐Ÿ˜„

cedar oracle
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I just encountered these 2 masked constantly trying to walk into this corner

patent swift
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log?

cedar oracle
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I think those are normally there, let me check

patent swift
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i can confirm... masked sabotages the apparatus.. so there just needs to be navmesh or a link between the two sides of that gap.

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do you have debug mode on?

cedar oracle
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I will turn it on

patent swift
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i need the text log.. the full thing.

cedar oracle
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oh yes I do have it on

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where do I find it

patent swift
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well then, when you can, send the full log, and tell me which moon + interior you are on.

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erm, in the bepinex folder

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where the mods are installed to

cedar oracle
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thats my latest

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it was on offense and factory interior

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if you need my pack I can send it

patent swift
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nah, its likely something in my mod causing it, i just want to understand what those masked were doing

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๐Ÿ˜„

cedar oracle
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I had spawned those two masked inside with imperium if that makes a difference

patent swift
cedar oracle
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weird

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Probably cuz I reopened the game before you asked for it

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Ill see if I can replicate it

patent swift
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well.. the next time such a thing occurs, if you look at the "maskedstatusreport" and look back and let me know what their "goal" was just before they got stuck, then i have a clue on where to look ๐Ÿ˜„

patent swift
cedar oracle
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weird how it doesnt store the previous ones

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most games seem to do that

patent swift
patent swift
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next one couldent get through the doors.. so i think there is no issue, or a bug with the doors.

cedar oracle
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I'll report this to 2story, since it looks like the navmesh still uses the original ship's first floor, having the side platform navmesh inside the wall

patent swift
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oh wait...

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THAT SIDE

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i misunderstood.

cedar oracle
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yea their navmesh is wrong

patent swift
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yeah, there should be a ladder over there, im guessing it needs moving further out (the navmesh). I havent noticed that issue, i thought you were talking about the other side xD

cedar oracle
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lmao

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Autopilot just took off while a mask was on the terminal and it broke my terminal : (

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gotta relog

patent swift
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so yeah, the "side navmesh" issue, is defo the navmesh not being correct.

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it happens on experimentation too, just tested

cedar oracle
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that shoulda been the first thing I checked lmao

patent swift
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=p i do 99% of my testing on experimentation... so quirks of other places.. i dont see until i see them in a live game.. or.. someone reports them xD

cedar oracle
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I do too, I just happened to notice this when I was testing Rebalanced moons

patent swift
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btw, talking about quirks.. slaughterhouse "vent" corridors.. masked see them as a place to walk through... i dont know if they can set a "crouched" area mask... instead of a walking one.. but the masked walk through the walls on there.

cedar oracle
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yea I noticed that but just assumed that would be a quirk lmao

patent swift
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it doesnt affect much, aside from giving away that its a masked.. and making you super vunerable in the vents.. but.. uh yeah.. it would probably be hard for me to detect all the random differences on interiors.. I assume they can tell entities to crouch there. but i d k how making levels works exactly.

cedar oracle
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you could raycast up from their origin and see how much room is there, if its short then they crouch

patent swift
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perhaps.. im just not going to look at it anytime soon, its not urgent to fix xD

cedar oracle
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valid

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if I could have any mod made I would want a mod that makes kidnapper fox good

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his design and sound effects are just too good to be completely scrapped, and zeekerss said they have no interest in reworking him

patent swift
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i was actually thinking similar... about making the fox my second entity in this mod.. but frankly.. i dont know what to do with it if i ever got the chance to fiddle with it

cedar oracle
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if you need ideas, I made a suggestion earlier

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focused around making it fit into the lethal company design philosophy more

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most of the changes just focus on the logic tree behind the fox rather than making new behaviors, and making shroud more simple

patent swift
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well.. thing is... i like the "permanent" thing.. i just dont like how its implemented.

and id be giving a similar treatment to the masked.. giving it personalities, might even make it the masked's pets.. i d k, as i said "if" i got the time.

fixing shit in this mod already soaks up my time.. add on that im busy irl xD bit hard to work on new stuff, cant even finish the masked xD

tepid heart
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If you install a wider spaceship and a 2nd spaceship, When the masked wants to enter the spaceship, it will come in from the bottom on the right side of the entrance of the spaceship. and then go around and return to the main entrance.

patent swift
tepid heart
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I see, so is this a problem that is being fixed?

patent swift
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this is not my problem to fix, as you said yourself.. "if i installed wider ship or 2 story ship"... those mods (well 2 story ship) change the navmesh... so its on those mods to fix the issue imho as i dont edit the navmesh at all, masked and all entities just use the navmesh as it exists.

tepid heart
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Ok.

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So how is the production progress of masked steering effect?

patent swift
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"steering effect" = using the cruiser?

regal wedge
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How annoying the language barrier is sometimes lol

viral rune
regal wedge
viral rune
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True

tepid heart
patent swift
viral rune
patent swift
patent swift
patent swift
tepid heart
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The only way I can think of is to let the masked sit on the cruiser, and then the cruiser has the intelligence to start automatic driving, but I still can't imagine its effect in detail. After all, it is very difficult for players to drive a cruiser.

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In fact, I think the most difficult point is: if the masked drives a cruiser to carry the player, what kind of action will the player see? For example, turning the steering wheel or manually shifting gears is crazy.

patent swift
patent swift
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but thats basically doing what tesla have done irl x.x

viral rune
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lmao. Yeah def a separate thing entirely.

patent swift
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indeed, and make it so any mod could make any entity drive the cruiser... xD

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v0.3.2 uploaded

  • (dev/debug) fixed and modified Visualisers for masked when using imperium
  • fixed item dropping when masked die carrying an item
  • added some null checks to masked using entrances passivly
  • disabled vanilla "random turning" for masked so they hopefully look more "player" like in how they move. (this should also reduce instances of them "looking upwards".. maybe even prevents it)
  • updated entranceteleport filters to mitigate against masked using "unusable" entrances due to missing navmesh/offnavmeshlinks from how moons/interiors are designed.
  • prevented a softlock if you pull the ships lever while a masked is using the terminal
  • fixed an error where no obj codes were found when deceiving was using the terminal
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^ something not in the changelog.. forgot xD but uh.. the "slow running" that some people experienced before, i think i know why that was happening... cant be sure.. but, do let me know if its seen again, as i think ive fixed it in this update by coincidence based off what i was changing.

visual cosmos
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guys i have a GENIUS idea... einstein level thinking...
add compatibility with LethalHands so that aggressive masked occasionally square up and throw haymakers.

tepid heart
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I used version 0.3.2, and the steering effect of the masked is indeed closer to the real person, but it seems that I can't catch it? I summoned four masks when I used devmode, and no one could catch me.

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Well, Masked seem to be able to catch players in normal play. I don't know why I won't be caught in the test room.

patent swift
visual cosmos
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are there plans to make masked use stun grenades/try to crush people with extension ladders

tepid heart
visual cosmos
visual cosmos
visual cosmos
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idea: when masked are hiding on the ship, make them watch TV

vagrant silo
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idea: u learn to code and make ur ideas real ๐Ÿคฏ

visual cosmos
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hm

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no

charred narwhal
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this has been your rodrigo tip of the day

vagrant silo
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rodrigo u r so big broin

patent swift
patent swift
charred narwhal
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persuation failed

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time for plan b

patent swift
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shotgun > pistol

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anyway, my picture was of 4 masked carrying a shotgun, shovel, stun grenade, and a butlers knife.. i would "assume" they can already use the stun grenade and the shovel (as code certainly exists for that), but usually im wrong... but at least i have them picking them up ๐Ÿ™‚

opaque cypress
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they look alot more convincing holding stuff lol

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im curious, will they do their normal grab to kill you or will they try to beat you with a shovel if they have one xD

patent swift
# opaque cypress im curious, will they do their normal grab to kill you or will they try to beat ...

right now... normal kill.

once i actually implement stuff properly.. if they have a shovel, they will whack you to death.

id be more scared of the knife and shotgun and stun grenade though..

stungrenade blinds you... and your probably dead before you even see them. (they wont get stunned or blinded)
shotgun... they might shoot you as soon as they see you.. and.. to make it fun... ill have to give them extra ammo and allow them to reload xD
and knife... well.. butler is an asshole... so... i dont suppose the knife will be any less threatening on a masked.. lmao

patent swift
opaque cypress
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lol, i see

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i wonder if compatibility with piggys variety could eventually be possible, a masked with a rifle would be menacing

patent swift
runic lintel
patent swift
runic lintel
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I was just wondering since the ultimate goal of the masked is to spread more of their kind

patent swift
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that does make sense.. but, if i can make them convert without having to make them do that kill animation.. then, id rather that.. death by shovel, or shotgun, or knife, is funnier imho

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we could just say the knife, and shovel were laced with "masked poison" that kills you and converts you.. and same for the shotgun shells.. ;o

opaque cypress
patent swift
runic lintel
patent swift
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so instead if the rifle is the same as the shotgun... i could do the same.. fast fire... til need to reload.

opaque cypress
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ah i see

patent swift
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but someone could always write a mod.. that if shovels etc are being held by a masked.. then it uses a different skin

patent swift
visual cosmos
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masked when they uurhrhrhhgg

runic lintel
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Wait

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I sent the gif in the wrong fucking thread

cedar kettle
patent swift
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lootbugs using shotguns when?

potent marsh
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The masked gets stuck trying to go into the Solace (StarlancerMoons) fire exit on top of the hill, since its a trapdoor on the floor rather than a normal fire exit

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I understand not wanting to patch them for every single modded moon with funky fire exits
But i think Starlancers are fairly popular so it may be worth doing

patent swift
# potent marsh I understand not wanting to patch them for *every* single modded moon with funky...

Incorrect. (edit, btw, when i wrote incorrect, i meant, ill happily patch every entrance causing issues :D)

I tell them to ignore every fire exit or main entrance that is bugged. I just don't know them all, but I was playing on solace last night thinking the same but about the one above the main entrance.

Ngl, I appreciate that entrances are mainly for players but I wish there was proper navmesh for these places.... we really need a list of moons with entrances that aren't navmeshable imho

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Anyway, will add them to the list, probably disable all fire exits though as I can't tell the interior ones apart.

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May have to do the same for triskelion too tbh, some on a ledge, would have to test.

potent marsh
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Auralis....i dont know, because 1 fire exit is really far out past some parkour, idk if enemies can navigate over it

patent swift
jovial shard
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I'll see about adjusting the navmesh when I get around to updating

patent swift
# jovial shard I'll see about adjusting the navmesh when I get around to updating

tbh, in the case of the one on the balcony (on solace), im not sure its possible (as i assume the "ledge" is intended so you need an extension ladder to get there or a jetpack), i have the same issue with liminal pools interior, there is a fire exit on a ledge, no ladder, but the problem is, if there is just no navmesh, the navmesh agent cant seem to understand there is a blockage/no route (the same happens with locked doors).. probably i need to change something, but with locked doors, a lot of people having an issue.

if i can just identify the interior side (like i can with moons as you have fixed fire exit numbers),, then i can just blacklist those exits so they arent used.. but with interiors, i dont think there is a way to find out which entrance belongs to which if your black listing an interior one as afaik, all fire exits are randomly assigned.

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so with interiors, ive been adopting the policy of "all fire exits are blacklisted" if there is one thats not accessible.

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but with moons, ive been blacklisting individual fire exits

jovial shard
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Gotcha. For interiors really the only thing you can do is grab the ID of the teleport and match it against the exterior teleport that shares the ID, bc as you said it is randomly generated.
One of the problems with my navmesh, like the Solace shack trapdoor thing, is that I tried to get fancy with it and use different area types, so I'll probably just scrap that and use ordinary navmesh instead

patent swift
patent swift
jovial shard
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at this point I don't even remember, it's whatever field has like "medium" and "small" areas

patent swift
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yeah i know nothing about navmesh xD just i know area mask can be set.. and i could use the "crouch" mask to make the masked crouch.. (except.. on the interior.. its random as f.. so thanks zeekers for that x.x)

scarlet stirrup
patent swift
# scarlet stirrup no that should be possible what's up

well, i maybe didnt explain it as good as i could before, so going to reexplain in full now incase i didnt before.

example 1: on solace moon, there is a balcony above the main entrance.. i can identify this by the ID, and ignore it (both inside, and outside will ignore it) as there is no navmesh/offnavmeshlink due to design.
example 2: in the liminalpools interior, there is a balcony above some water with a fire exit, once again, no navmesh, no offnavmeshlink, due to design. (i also need to ignore it both inside and outside, but i cant identify which fire exit via its internal position)

in both cases, those fire exits need to be ignored (by my mod) and another selected (if available) instead.

for example 1, i know the ID every time, and so i just blacklist that ID, when on that moon.
for example 2, i dont know the ID as it changes every time you land (unless im very much mistaken).. so for now im ignoring all fire exits where that interior is present.

i thought maybe the tile's have names, so i could identify the fire exit based off the tilename, but beyond that wasnt sure how to identify the exact fire exit i need to ignore.

scarlet stirrup
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any chance you have a photo of example 2?

patent swift
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let me open my game and find one.

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fire exit ID is #3 in this picture.

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landed again, its not even a fire exit this time..

scarlet stirrup
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IMO that's something Drako should solve and not you, That's playable space with an interactable object it (again imo) should have navmesh baking

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Seems unintended

patent swift
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nope, its intended afaik. similar occured with the main entrance, i brought it up, and he changed the main entrance because masked use main entrance in vanilla.

scarlet stirrup
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For a quick fix though you could probably just try sampling for a position where the player spawns on the fire exit and if theres not a valid one block that exit?

scarlet stirrup
pseudo drum
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Huh

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Curious on what

patent swift
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we was just discussing fire exits on ledges, you told me a while back that you didnt want navmesh links at the main entrance before (but you fixed that now afaik), and i think you said the same about the above fire exit?

pseudo drum
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Uhh

patent swift
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not abotu fixing it, about not wanting the link xD

pseudo drum
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I dont rember

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I could throw one there in the next update if you need it

patent swift
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i was just looking to ignore them cause no link exists.

pseudo drum
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Main has one, the fire exit doesnt

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But

patent swift
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its not a liminalpools issue, the same is on many things on many moons/interiors, this was just an example.

pseudo drum
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I finished the config thing that lets you decide if you want it to be guaranteed disabled enabled or lowered so i could add something where if its lowered enemies can jump to it

patent swift
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i was actually thinking ofmaking a list of fire exits/main entrances which arent accessible because im noticing a lot of times i test issues that many are problematic XD

patent swift
pseudo drum
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Yes

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Zaggy did most of it tbf because i had like no idea what i was doing with clientRpc and networkManager things

patent swift
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well... something that would help, is if it doesnt have a link.. if you could somehow add a flag to it.. that i could read.. (by looping through all entrances), then, i could be like "this has that flag... ignore it".. and that would fix my issues

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then when it doesnt have a link.. it would have the flag

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and then hopefully people who do similar, could do the same flag xD i realise this is a me issue, as no one is using fire exits like i am.. lol

scarlet stirrup
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Can't always workaround incorrect setups

pseudo drum
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Ye

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Its good to fix things you dont think anout

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*about

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The more accessible stuff is the more mods can be made

patent swift
scarlet stirrup
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I should have been more specific. I agree with no link being up to design interpretation but I think no baking in this example is objectively incorrect

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In regards to how you want to resolve it, I think trying to identify the tile is hardcodey and workaroundy

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identifying why you don't like that Tile seems more intentional

patent swift
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there is navmesh on the ledge

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there is just no navmesh between the ledge and the lower floor, and no link

scarlet stirrup
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Ah ok that changes things abit yeah

patent swift
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yeah sorry, i just meant, something comes through that door, its stuck up on the ledge, and if it wants to go through that door, it cant reach it from the inside.

scarlet stirrup
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Can you not just try to make paths between each fire exit and the main entrance (and vis versa) and if any fail you blacklist them?

patent swift
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thats an idea.. except, this is the same issue as locked doors..

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i was told locked doors carve the navmesh, impossible to work around that.

pseudo drum
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?

patent swift
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and this is the same, except the navmesh isnt carved, there just is no path surely?

patent swift
pseudo drum
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They shouldnt?

scarlet stirrup
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Impossible? My friend you lack creativity ๐Ÿ˜›

patent swift
pseudo drum
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The navmesh obstacle on vanilla door dont have carve enabled

patent swift
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i wanted to fix it and ive been looking ๐Ÿ˜‰

scarlet stirrup
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If doors carving the navmesh are stopping you from doing something, simply turn them off while you do it ๐Ÿ˜„

patent swift
scarlet stirrup
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I assume they have a navmeshobstacle or something on them right

patent swift
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then im misinformed x.x

scarlet stirrup
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in theory you only really need to do this kind of thing once so you sample the paths at the start of the round and cache the results

patent swift
scarlet stirrup
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That's not what we we're talking about

patent swift
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maybe not xD

scarlet stirrup
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You wanted to find that specific Fire Exit to blacklist it, Because mimics cannot route through the interior from it. You don't need get that infomation throughout the round because that information isn't going to change

patent swift
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oh your talking about that

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i dont mean fire exit doors

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but i get you now

pseudo drum
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You could take the easy way out and just have them respawn if they get stuck

patent swift
# pseudo drum You could take the easy way out and just have them respawn if they get stuck

detecting they are stuck is the hard part, and respawn where? if its on that ledge, they could decide to go the direction of inside... and then be stuck again.

with how its setup for my masked, they dont usually stand still when stuck... they keep walking around in the space they have trying different routes (or so it seems), that may have been masked's random pathing from vanilla, which ive kind of got rid of now, ill have to check, but, last i checked a month ago.. i wanted to have them walk up to the locked door, and then unlock it themselves, and then go through it (like they had a master key), but they just never walk up to it and stop still.

pseudo drum
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Respawn on an AI Node likely, but detecting theyre stuck would depend on how the AI works ig

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Not even respawn, yoh could just teleport them

patent swift
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if they were stopped dead not moving, id just check if their position is the same.. but path is never invalid, or incomplete, it just changes the path when they reach the door.

i was debating teleportation (for doors), but i feel if the door is locked, they should just go "ah well" and do somethign else... not "cheat" their way through (i guess thats my vision)

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before i head off to bed, thanks for the suggestions/tips/etc guys, will have a think about all thats said and especially the door issue, ill have another look at it soon.

charred narwhal
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Nobody sent me here but ill still throw cheese at you

rough loom
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With more emotes with this, will the masks still randomly emote when they see you?

night isle
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Getting masked stuck on the interior-side main entrance on Vacuity, had 6 silently waiting in there

patent swift
night isle
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Both the new Castellum Carnis and Facility I believe

patent swift
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do you have a log?

night isle
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That was mineshaft not facility actually whoops, that session was a few launches ago sorry

patent swift
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oh, mineshaft, and its no worries, i know masked have a few issues using the elevator in my mod, but im shocked they get stuck there, ill have a look when i get a chance, thanks for letting me know

fallow sun
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Anyone who's using Mirage + LI, if you're running Mirage v1.13.0, you'll want to disable compat with Mirage in LI's config for now.
Either that, or stick to the previous version of Mirage if it worked fine for you.

Mirage + LI is not compatible on Mirage v1.13.0, and Virus is currently working on a fix

night isle
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Had these spammed while on Fremist with the Castellum Carnis interior, if it helps at all

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The full log is currently 38MB...

patent swift
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Will look a them when I get a chance, thanks.

odd pebble
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They may simply stand and do nothing or walk very slowly and strangely

patent swift
# odd pebble They may simply stand and do nothing or walk very slowly and strangely

thanks for letting me know... thats usually due to pathing not being possible though.. so might want to look at the masked status report.. see what they are trying to do (for example, heading to apparatus?) and then report to the maker of the interior that the pathing to that thing, maybe broken.

either way, i will check it out when i resolve the issues im currently facing. ๐Ÿ™‚

night isle
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Truncated a log in case it helps, since I'm not sure if I'd failed to catch something in those screenshots, and using imperium this time, vanilla Mansion on Lurkin, same crowding as they try to all stand at the same spot against the door

#

Hmm I wonder if the Mirage compat setting is doing it, but I'd think them unrelated functions, since mirage doesn't touch navigation afaik

night isle
#

Please just move before we both blow up

#

...and the moment I remove mirage they all go out a fire exit... alrighty then, guess despite not encountering the freezes others have encountered mine were still being affected, sorry to be a bother then, though hopefully the data is still useful for fixing things?

patent swift
#

as was reccommended, turn off the mirage compatibility setting for now if using mirage.. ANY error within a mod can break a whole mod, and if mirage compatibility is turned on atm, mirage will break LI.

i technically have a fix for this.. but as testing this has shown me that apparantly a lot more is suddenly broken (networking issues) i cant just update to fix the mirage issue as frankly, a lot more is busted (knowing my luck... the things busted arent actually busted, but, i d k why its all broken suddenly as no one has reported the issues im seeing.. lmao)

native carbon
#

Did some testing today and ran into an issue with masked getting stuck in a corner. According to the log, these four were trying to reach a fire exit. I looked around the interior and noticed that both fire exits were behind a locked door, so the masked couldn't reach them

#

The same thing happened when I spawned a fifth masked inside. It wanted to go to a fire exit, but got stuck in that corner

patent swift
# native carbon Did some testing today and ran into an issue with masked getting stuck in a corn...

unfortunately, locked doors are a thing that are a problem for other entities as well.

other entities though are not given much direction and in essence act quite randomly.. and so, them reaching a locked door, is not as big an issue.
because i give the masked a direction.. the direction sometimes leads them through locked doors, to which, they cannot pass, leading to this issue, in most cases, you would hope it doesnt occur, but sometimes it does, and sometimes it does and is never seen (while alive).

for future purpose... im debating giving masked the "key to the facility".. ie.. they can unlock doors and open blast doors.. just so this issue goes away...

for now though, im more focused on other issues, which.. rather mysteriously.. no one has noticed occuring... ๐Ÿ™‚

native carbon
#

That makes sense. I don't see this occur too often

patent swift
#

v0.3.3 - Hotfix uploaded

  • Fixed (hopefully) compatibility with the new version (1.14) of Mirage.

Please Note:- in the current version and previous versions... Insane/Cunning/Deceiving may all show variances between client/host (breaker, terminal, picking up items).. Likewise Walkies may not appear to be picked up on client's while host will see masked holding a walkie. Beyond this masked should behave as normal. If you want no issues, then either disable the masked features, or turn off all personalities except "aggressive". Will fix this asap. If playing solo, all masked should be working fine as its a networking issue.

I dont like "not" fixing things before releasing an update, but this may take a while to fix and i wanted to get the mirage fix out sooner than later, i think most of the "variances" will go unnoticed.. as frankly.. no one has reported them, just kinda baffled as to whats led to this being broken as when i wrote the integration code for LI<->mirage and tested it, everything seemed fine then.. but apparantly i got lucky, or it was an illusion.. i d k xD

patent swift
native carbon
#

I just saw masked stuttering forward really slowly and wanted to figure out why. This was the first time I properly checked if they could reach their objective, so the stuttering may have another cause

patent swift
#

unfortunately, the way the game works is...

a -----------------------> b

put a locked door between

a ----------> LOCKED DOOR b

no way past it, unless another path already exists, which is often not the case.

#

i wanted to check for locked doors (but that doesnt work), but thinking back to a conversation in this thread about "bad" fire exits (bad in the sense of pathing), it maybe just i need to run a check on the full path, and if it doesnt complete.. then.. change focus... but thats an issue to fix later.. the networking issues are the main problem right now. ๐Ÿ™‚

vagrant silo
#

slowly chipping away at it and making one of the craziest masked mods ๐Ÿ˜ฎ

#

i like all the progress u share

#

sometimes i specifically come back to this server just to read it xD

patent swift
visual cosmos
patent swift
#

masked just see them as a wall.

#

same for all entities.

visual cosmos
patent swift
#

its fine, just explaining why xD

supple marten
# patent swift "you cant detect locked doors"

Could you implement something like this to check?

`
Collider[] hitColliders = Physics.OverlapSphere(transform.position, 3f);
// Order the colliders by distance
hitColliders = hitColliders.OrderBy(collider => Vector3.Distance(collider.transform.position, transform.position)).ToArray();
// Get all colliders with the DoorLock component
Collider[] doorLockColliders = hitColliders.Where(collider => collider.GetComponent<DoorLock>() != null).ToArray();

if (doorLockColliders.Length > 0)
{
DoorLock door = doorLockColliders[0].GetComponent<DoorLock>();
var locked = door.isLocked;
}
`

#

I was just working on this earlier for my mod, but had different needs, so I scrapped it. But I believe it worked for detecting locked doors in my limited testing.

patent swift
supple marten
#

I know this isn't super high on your priority list, I just though it was an interesting challenge lol.

patent swift
supple marten
night isle
#

Hope the update to masked AI doesn't make things difficult for ya

viral field
#

there in v69 they fixed something with masks...

#

the fact that they didn't work well with the mines, won't this affect your mod in any way?

patent swift
odd pebble
#

Another problem I've noticed, there are times when the mimic just doesn't pay attention to you, even if I'm in front of him. I only have a single option in config personality called "aggressive" selected.

patent swift
odd pebble
fallow sun
#

out of curiosity virus, are you testing this via unity editor with a hot-reload plugin or anything? one of the reasons i decided to drop masked enemy ai changes for mirage v2 was because of how tedious it is to test changes, by manually booting up the game every time

patent swift
fallow sun
#

my condolences

patent swift
fallow sun
#

even with autostart it's still a pain in the ass to have to test ai changes

#

since the ideal would be saving, hot-reloading the script, and seeing ai changes live

patent swift
fallow sun
#

yeah even then it's still painful since startup takes a minute, but that definitely helps

patent swift
fallow sun
#

yeahh no alternative, unless somehow you figure out how to hot-reload changes ๐Ÿ˜…

#

i was considering trying to figure out how to compile to IL on the fly, passing it off to unity, and then updating the relevant areas with the new changes, but it's a lot more nuanced than that, so that just wouldn't work without putting a ton of time into just getting that to work

#

did end up finding out there's hot-reload unity plugins, but i still haven't tried them (nor do i need it anymore)

patent swift
fallow sun
#

yeah i feel that ๐Ÿ˜ญ

#

props to you for sticking through it

supple marten
#

I've been doing all my ai testing with manual loading too lmao. I have no idea how to do it through Unity. But it would be helpful to be able to see the lines with DrawLine.

patent swift
# fallow sun props to you for sticking through it

as they say, when you dont know better ;o

and tbh, i tend to write massive swathes of code before testing.. like for example.. the breakerbox stuff i did, i probably wrote 99% of the code, then loaded the game.. saw a bit not working.. fixed that bit, reloaded, and so on, so for most things, im probably only loading the game 4/5 times, but when things arent working after 2/3 attempts.. it gets old quick.

patent swift
patent swift
#

kinda forgot til this second... fun development from my session with my friends last night.. bare in mind.. i havent updated the code for picking up shotguns or anything...

i run into a masked, that either copied my friend.. or found a shotgun... either way it had a shotgun in its hands and was chasing after me... for me personally.. this was shocking.. as, i thought them actually picking up shotguns wasnt possible.. so to run into a masked carrying a shotgun.. yikes xD luckily for my sanity.. i realised within 15 seconds of it following me that it was completely harmless..

so i think in the next patch im going to have to disable all the code related to them holding shotguns.. until it all works... xD (otherwise masked giving you cuddles instead of killing you is going to be a meme image in the near future im sure)

tbh, i was thinking i might just strip away anything i havent worked on, current issues are a headache, and having to fix things that I still havent looked at, in relation to a wide sweeping fix thats just generally required is going to be like shooting myself in the face ๐Ÿ˜„

fallow sun
#

nah that's what's required to run LC inside unity editor

#

but it's still not hot-reload by itself

#

although i'm sure there's some sort of hot-reload plugin out there

#

that'd work with the LC patcher

#

just haven't bothered testing since i don't need it when working on audio stuff for mirage

supple marten
patent swift
#

oh i see, just was reading and figured that was it xD

patent swift
supple marten
patent swift
supple marten
# patent swift ive had mixed success, but i think thats because im still tapping into vanilla c...

Yeah, I made a mod called Lethal Gargoyles. Where the gargoyle stays just out of sight of a target and taunts them with witty comments. I'm trying to add a new behavior where if a player is on a catwalk, it will circle around and try to get behind the player and then push them (Hopefully towards an edge). But with the current agent it keeps taking the shortest path in front of the player. So I created 8 zones around the player and am trying to get the AI to follow points in each zone to move around the player until it reaches the back zones and then start moving in.

patent swift
supple marten
patent swift
#

i would just get the vision of the player, and basically make it avoid that area... but as i said,ive had mixed success in similar with Stealthy.

#

and for me it wasnt avoiding the vision area, it was avoiding the position of the player.

#

like say the vision area is a triangle.. extend the triangle a bit so its a bigger area.. (so there is margin for error) then set that area is unwalkable?

#

i dont know the right wording.. but i know what i mean xD whether that helps or not i d k

supple marten
#

I try that, but then it just hangs out outside of the vision area I set. I'm looking to create a more dynamic pathing then just "Wait for the player to turn around". But I may just concede and do that anyways. I've been working on this for about 50 hours, but my lack of experience and knowledge is starting to frustrate me lol.

patent swift
#

then hopefully they would walk to behind them... then when they reach the valid distance behind.. target them to the players position?

#

actually thats wrong, i think its .forward * -5

#

i forget without looking at code. xD

supple marten
patent swift
#

oops, wait.. position + forward*-5?

supple marten
#

This is the zone logic:

patent swift
# supple marten I do that and then it just paces in front of the player because it tries to get ...

well.. if there is only ONE way to the player, but it hasnt been detected by the player in X seconds, teleport to a fair distance behind the player? (a bit of a cheat but players wouldent know because they havent seen the gargoyle within X seconds?)

if there are multiple pathways to behind the player, and all of the route in front of the player is invalid for pathing... then they should use the other route.

supple marten
patent swift
#

obviously, if it has been seen before, then, it shouldent cheat.. but should instead be told to "ignore" the player if it cant go around.

patent swift
supple marten
#

Or I can just add some particle effects to the teleport and call it a "Feature".

cedar kettle
cedar kettle
supple marten
cedar kettle
#

Lets go!

patent swift
#

so a bit of an update as i havent said or uploaded anything in a while.

still having issues, but seems im 90% of the way there to fixing the networking issues ive been having, getting some funky situation currently (apparantly on the client, the masked would like to use their TOES to use the terminal keyboard), but, with trial and error, im sure i can work out why its not working properly and fix it. ๐Ÿ™‚

#

incase i dont post here in the next few days (likely), have a merry xmas ๐Ÿ˜„

proper echo
#

figured since you might know, any way to get rid of the masked flicking their head to the sky randomly? that's pretty much the only 100% clear tell that it's a masked and not an AI imitating friend with mirage

#

or is that "included" in this mod as well? good luck with getting it out from [EXPERIMENTAL]

#

๐Ÿ˜„

patent swift
# proper echo figured since you might know, any way to get rid of the masked flicking their he...

have you used this mod? if not, after the next patch, give it a go, currently fixing a lot of issues that seemed to appear recently.. but i fixed the "random looking" a while ago.

zeekers just seemingly made masked look the complete opposite direction regularly... i removed that.

thinking about it, i may make that a base line incase people dont want the personalities, or incase stuff is broken like it is atm.. so people can still have a better experience. xD

#

if you have used the mod before, and your still getting the issue, do let me know though, because it shouldent happen.. except in one scenario.. but that would be a bug.. and afaik, doesnt happen.

proper echo
#

i havent yet, but i found out about it when piggy was making it and thought it was great, just too buggy/experimental to use it for our groups modlist

#

will for sure include it after the patch

#

have had a lot of fun with only mirage for now and this'll just put it onto the next level

patent swift
# proper echo i havent yet, but i found out about it when piggy was making it and thought it w...

lmao, tbh... when i first used MaskedAIRevamp.. i was like "bugs? what bugs? works fine"

I then started updating MaskedAIRevamp as my mod.. and.. ever since ive found everything to be broken.

and then people have used my mod.. and being honest.. what im fixing now... no one has reported the issues im fixing.. so i think.. unless you "know" how it should exactly work.. only the "obvious" bugs are apparant... which is why i didnt see the bugs before, but know every damn issue there is now.

as for getting out of experimental.. i mean, aside from what im fixing now..................... it works fine.. EXCEPT picking up shotguns/shovels.. aggressive is probably the most broken atm..

proper echo
#

yeah lol i can get that for sure, also good to know

#

the biggest issue for me is the networking, reading that it's "apparently busted"

patent swift
#

oh and an update on my fixing...

regarding this..

#1240985198485573743 message

i stopped them doing that.. so.. now thats working.. i can look at other potential issues..and see if they all have the same issue.. but the terminal issues.. was 100% the biggest problem as that required "specific" things, other stuff shouldent. ๐Ÿ™‚

proper echo
#

lmao nice timing

patent swift
proper echo
#

after the update is pushed, will be downloading it for sure, good luck on debugging man

#

if it still requires it

patent swift
#

but, yeah, like, i play with my friends, and tested stuff with my friends, no one called me delusional.. so im really baffled how at least they ddint notice im seeing and hearing different xD

#

i think tbh, if i clean up my code that i have at the moment, test walkies pick up fine, test breaker is turned off fine, test apparatus is disabled fine, test ship is taken by masked fine, test basic item picking up and dropping is fine....(famous last words), i can probably update tomorrow, because thats 99% of what should be wrong if anything.

also as a byproduct of changes... stealthy should look a whole lot less weird.. (i hope).

patent swift
#

uploaded v 0.3.4 - The Grand Re-Networking Patch #1 of 2

  • Positioning, Rotation and similar "basic" networking issues fixed.
  • Breakerbox networking issues fixed
  • Apparatus networking issues fixed
  • Terminal networking issues fixed
  • ShipLever networking issues fixed
  • items seem to not get picked up by masked, I will fix issues with items in the next patch just ran out of time today and wanted to get something out the door.

============================================

in summary.. everything should work as before... there is an issue i forgot to mention in the changelog/known issues so ill list the remaining unfixed things now..

1 - items dont pick up (walkies may, but standard items do not for cunning/deceiving afaik)
2 - signal translator messages are not yet synced

will likely fix those tomorrow in patch #2 for networking.

so yeah, dont use 0.3.3 or before unless playing solo and having issues with 0.3.4. ๐Ÿ™‚

supple marten
hybrid breach
#

Ideas for braken changes -
Higher chance to target isolated players
Quicker to aggro on armed players
Higher chance to target players close to a coilhead

make who it targets more random rather then closest braken is a smart predator

molten merlin
#

i think targetting the closest player is the best for it because players can get in the way if it's trying to target someone else

patent swift
# supple marten Thank you for your hard work! Can't wait to try this patch out.

slow work*, just glad ive gotten over the mountain, rest is hopefully easy. (although items are my least favourite thing in the world :D)

thanks for the praise though, going back to my message previously about "waiting a patch", id say wait for the next one, after that things should be 100% back to where i thought things were before i realised there was an issue with networking, plus maybe ill have fixed picking up shotguns too, although i did play this evening with the new version and things seemed to be working fine, a masked even told my friend (using mirage) that i (virus) will take his loot so he can loot more.. which my friend totally forgot i said about 90 mins earlier.. and so he died. ๐Ÿ™‚

patent swift
# hybrid breach Ideas for braken changes - Higher chance to target isolated players Quicker to a...

if all players are far away, i would rather it goes for isolated players.

armed/not armed, i dont care much about, if anything, id rather the bracken picks on the vunerable.. maybe even favours people who die more over people who die less.. for maximum kills for bracken kind ;o

once again, if a player is near a coilhead, and no players are near the bracken, id also favour that.

as for "more random", being smart is never random, unless faced with an opponent who reacts well to logic. so id favour logic for the bracken over randomness... he is an angry sod wanting to snap some necks imho.

either way, thanks, will keep the suggestions in mind for whenever i choose to work on bracken stuff.

patent swift
molten merlin
#

that's how it already works? if a player angers it and it's in a chase then it chases the nearest player

patent swift
molten merlin
#

when a bracken kills someone it'll always start carrying the body away so targetting another player doesn't matter because it'll just drag the body away as usual

patent swift
hybrid breach
#

Imagine if braken encounters a snareflea it looks at it for a while then begins to crawl onto the cealings to imitate it but gives up after a while if it catches no players that way

raw tinselBOT
viral field
#

Afraid to work

#

He's stuck in this terminal and won't give it to me(

#

No signs of life

#

@patent swift

#

A couple more questions, are there any mods that somehow break the AI โ€‹โ€‹of masks?

viral field
#

Like he's running around while he's in the terminal or something.

#

and when running or exploring, the head is tilted slightly up...

visual cosmos
viral field
#

it was written stealth, well that's it xD

viral field
#

ahahahaha

#

ahh, you're talking about the terminal

#

but it's weird

#

how long should he stay in the terminal?

visual cosmos
#

no clue

#

i just thought it was funny that he was quivering in his boots

patent swift
#

decieiving does stand at the terminal for a long time.. enters a lot of codes, should hear keyboard typing and the codes being entered though.

#

but that does not excuse the fact they didnt have their hands at the keyboard (unless it started late.. happens sometimes due to lag i think)

#

it maybe they broke because they saw a player while entering the terminal. its something i didnt look at.. xD

patent swift
viral field
#

sometime later, I will provide a video report with the logs and profile code of my build, if there is anything there that does not conflict (I am 99% sure that there is not) @patent swift

patent swift
#

i doubt its a conflict, probably just desync regards to masked targetting players, thats another thing i need to sync up with network variables.

solid lichen
native carbon
#

You can reduce the frequency of them in the mod config

solid lichen
native carbon
#

If you set it to 9999, you probably won't see any status reports (unless they always print when a new masked spawns). If you truly don't want to see any, just uncheck "debug mode"

#

Other log messages produced by the mod will not be affected. The status reports just make it easier for the mod creator to analyze logs and discover problems

#

I have my status report frequency set to 8 right now

solid lichen
#

because I dont wanna see the masked status in console but I dont want the mod to break

native carbon
#

it only affects what you see in the console and log file

#

nothing will break if you disable it

patent swift
#

If you don't want the status reports turn off debug mode, however it doesn't decrease performance, and should you have any issues, I want to see the status reports.

#

I would say if you decrease the frequency of the status reports, they become less relevant, so might as well just turn them off as me seeing 20% of them missing will lead to them not helping me at all.

#

Only reason I default debug mode as on is because people never turn them on and frankly I need the help with fixing issues ๐Ÿ˜„

patent swift
patent swift
solid lichen
solid lichen
patent swift
#

thanks

solid lichen
patent swift
# solid lichen

ok, my apologies.. im stupid, its my fault.. will fix in the next patch.. i add in the date time.. and.. then i promptly FORGOT that that would trigger a new report... my bad XD (this is why i like seeing logs)

patent swift
#

may actually fix it before bed... ๐Ÿ™‚ i doubt its a hard fix.. just need to replace the time AFTER checking its the same ๐Ÿ˜„

patent swift
#

uploaded v0.3.5 - Hotfix

  • fixed the change in 0.3.4 that made masked status reports spammy.
visual cosmos
visual cosmos
native carbon
visual cosmos
patent swift
#

the things (aside from the fixes) that are in progress, is getting weapons working, as well as making it so a player and a masked look more similar (by making the name plates the same where possible)

native carbon
#

Take your time. I just thought the clip would get a chuckle out of people. I knew the weapon-wielding is on hold for more important fixes, but my friend's impression was so good that it confused me in the moment

#

The mere existence of this mod has created so much confusion and paranoia among my usual group, and that's why I love it

patent swift
#

sadly im a nerd, so i knew instantly they werent a masked (nametag mostly)

night isle
#

GI has a setting to give them their nametags

patent swift
#

i use nameplatetweaks, and so GI wouldent fool me.

patent swift
#

uploaded v0.3.6 - The Grand Re-Networking Patch #2 of 2

  • TargetPlayer networking issues fixed
  • item pickup networking issues fixed
  • item dropping networking issues fixed
  • fixed some bad logging since 0.3.4 (mostly the output of some logs was wrong due to variable changes not being correctly displayed in the logs)
  • simplified entrance teleport coding.

there are probably still some issues, but, hopefully things are back to where i thought they were at sometime before xmas.. x.x

if your friends see masked doing something different to what you see as host and vica versa, do let me know and send me both your logs and their logs.

only "issues" i forsee..

masked picking up shotguns (they cant use them, and its really old code that is somehow suddenly as of like early december.. allowing them to pick up shotguns.. >.>).. this then makes the masked unable to kill.

possibility of issues with masked dropping items in bushes (cunning) but i couldent seem to find any, just havent thouroughly tested that.

insane may not execute "escape" properly.. if they dont, let me know, but i think i will find that out once i get a chance to re-test it (i tested it for 0.3.4, but i have made a small change that may affect things..)

signal translator messages are still not synced.. will look into that shortly as its minor.

patent swift
#

nope

#

generic items, weapons didnt get setup properly yet, they can pickup shotguns (seen) but not use them sometimes

runic lintel
#

Ah

#

Still exciting nonetheless

sudden vault
#

can the mask dance if u dance?

patent swift
sudden vault
patent swift
sudden vault
patent swift
night isle
#

I think toomanyemotes just makes masked emote on a timer/on meeting

patent swift
# night isle I think toomanyemotes just makes masked emote on a timer/on meeting

maskedAIRevamp code (which is still in lethal intelligence) has code for "dancing". but never tested it, and pretty sure its busted, but i think thats only for the #1 jig and #2 point, so yeah, emotes beyond that would be from toomanyemotes.. and ngl... i would reccommend disabling that if using my mod as that mod, and my mod will interfere with each others animations (i would assume, not tested)

#

i do plan to add in to deceiving and stealthy.. support for using installed emotes, its just nowhere near a priority. xD

solid lichen
proper echo
#

sorry, dont have a proper log to give since a friend had this error spam, not me but he took this ss

#

also the masked seem to be walking weirdly at times, dead giveaway

molten merlin
#

are they trying to get to the main entrance?

#

the main entrance is completely inacessible to enemies in that interior

proper echo
#

not sure, could be but i have seen them to do that on some other interiors that do have a proper main entrance

patent swift
#

well whatever it is, i should add a null reference check.. but the error is weird... i think i need the full log... but i can try replicate it i guess..

i think its unrelated to the entrance issue.. but its suggesting the navmeshagent is null on a line.. where it potentially could be null.

#

so yeah may just need to, move some null checks up.. ill test it tomorrow.

patent swift
patent swift
patent swift
proper echo
patent swift
patent swift
quasi fable
#

okay that's not really what I was imagining from your description lol

#

so what you're trying to solve is making it so that they path as if the doors aren't there when there's a locked door in the way?

patent swift
#

sorry this is a bit long, going to upload an update shortly and wanted to explain whats going on..

so been a bit busy, so this has kinda been delayed a tad...

at start of round before the level has fully loaded, LI should now run a check... the below log says "inside entrance #1 is invalid", but it means both inside and outside is invalid as if one side is blocked, both sides are unusable)

(this log only shows on the host)

[Info   :LethalIntelligence] Checking Entrance Teleports are Valid...
[Info   :LethalIntelligence] Inside Entrance #1 is invalid for AI routing - this EntranceTeleport will be ignored for this round.
[Info   :LethalIntelligence] Entrance Teleport Checks completed.

it will do the same check for all entrances.. so should automatically realise that an entrance is unusable for masked.. and so there shouldent be any cases of masked trying to path to entrances they cant reach.

I have tested this on liminal pools interior (1 potential bad fire exit unless you change a setting), offense moon (bad fire exit), assurance moon (bad fire exit), liminal facility interior (bad main entrance)

the worst issue im seeing right now is some false positives.. hopefully this only occurs on moons with lots of fire exits, but if it happens on moons with 1 fire exit and 1 main entrance, there is a small chance that masked will not exit/enter the facility for that round.

I am doing multiple checks for entrance to guarantee the right outcome, but, especially on moons, the landscape can cause issues due to isolated navmesh areas..

so if you see masked stuck anywhere.. i will be surprised, but if you do.. full logs please..!

will upload v0.3.7 in a few hours. ๐Ÿ™‚

queen sky
#

hello again~ came to report this. we killed a mimic here who stole a walkie last moon and this is the next moon. that thing have a collision. loving the mod so far โค๏ธ mimic talking on the walkie are so funny ๐Ÿ˜‚

patent swift
#

was the masked invisible, in the PREVIOUS moon too?

#

because if so, that would be an interesting discovery.. and if not.. then shrug xD

queen sky
#

it still here on the next moon

patent swift
#

ok, so how do you know its the same masked? you landed on the same moon?

queen sky
#

i mean its only 1 masked we killed the first round there. it stands there while talking to the walkie

#

dont know why it stays there tho

#

we killed it in arelion (mythicmoons)

patent swift
#

so on the second landing, the masked is still where it was killed the previous round?

queen sky
#

there is no masked but only the walkie

patent swift
#

i understand that, i mean

#

you killed the masked on day 1
on day 2 you went to the same place, and the walkie is there?

patent swift
#

ok.. well at least its something to look at in regards to fixing that issue....

spawn a masked, give it a walkie or item or something... kill it, take off, go back to where it died, see what logs/etc say.

queen sky
#

hmmm maybe a bug too with nightofthelivingmimic

#

i think it tried to revive the mimic? welp i'm just guessing

#

i should send logs

patent swift
patent swift
#

uploaded v0.3.7

  • automated detection of bad MainEntrances/FireExit's so the masked do not use them (previously I was trying to add these manually)
  • prevented a null reference exception in regards to the NavMeshAgent being null
patent swift
# queen sky

in this log, debug mode is off.. so i cant really tell whats going on (no status reports..).. but, i can see masked spawn multiple times, but not their deaths (probably because debug mode is turned off, oops, will try change that because spawning and death should be logged always imho.)

#

based off the network ID's though, all the masked were unrelated to each other.. so if that was there, with a walkie.. i can only assume it was copying a player with a walkie.. BUT, the players visuals didnt load, while the walkie did.

odd pebble
#

Hello. Mimic just gets stuck at the door, he goes in and out every time

#

@patent swift

patent swift
#

erm, an issue with enemy sound fixes and my mod, ill have to look at it later x.x

#

i also think this maybe not due to an update on my end as the code erroring hasnt been changed by me, so maybe rolling back enemy sound fixes to previous version fixes it for now?

patent swift
# odd pebble

this log doesnt contain the errors in the picture.

supple marten
#

Upon going to the company we got stuck loading with the error in the screenshot scrolling.

I'll attach the asynclogger sqlite.

We'll downgrade to the previous version for now.

Here is my modpack code if you need it:
019452d8-b0b4-e3cc-6c7f-6ed26b5f07e1

supple marten
#

We were loading Gordian

patent swift
#

the company?

supple marten
#

Yeah lol

patent swift
#

oh fuck, i forgot about the company xD

#

i would normally have found these issues myself before now... but, played lethal company 2 hours this evening.. only got through 2 days, crashes on 1 moon, other mods breaking other mods.. today been a real shitshow x.x

dark bison
#

yes just downgraded the mod and got it working again(the companny landing)

supple marten
patent swift
#

yeah the problem is i didnt check the level name for the company because normally i check that when the mask spawn xD but the new code is seperate from masked spawning.. oops

#

will update shortly.

#

uploaded v0.3.8 - Hotfix

  • fixed an issue with routing to the company spamming an error about the main entrance being null in 0.3.7

oops.

visual cosmos
#

i wonder what the next big update is planned to be, after, like, y'know, all these bugs are sorted out

dark bison
limber shard
#

I was stuck on a modded moon (the Wateridge LLL port), and got this error while trying to land, sticking me on the seed generation screen, and preventing the ship from actually landing down

patent swift
# limber shard I was stuck on a modded moon (the Wateridge LLL port), and got this error while ...

thanks, ill have a look at it, but based off the error.. the amount of fire exits did not tally with the ID's assigned to them... basically.. i check every entrance/exit... and if there is 4, i would expect the main entrance to have an ID of 0, and the 3 fire exits to be 1,2,3.. so i make a list that expects 0-3 as an index.. and it seems that moon (or the interior you are using) maybe had an entrance with an ID that was different.. do you know what the interior was? (the log should technically say.. although i should really add it to the log line my mod first put there above.

limber shard
patent swift
#

well i think its castellum, but let me check.

#

i just landed fine on waterridge

#

but this was the interior.
[Info :LethalIntelligence] Checking which Entrance Teleports are Valid...(WateridgeLevel|Level2Flow

limber shard
#

it may be castellum (though i may not know it for sure) because in the logs, it said the only viable options for interiors at the time were castellum and the ||backroom|| interior from Generic

#

and i was able to successfully able to land on the moon on the latter interior

patent swift
#

yeah, probably castellum then

#

but if you give me a sec, i will check and can provide info on why the error is occuring.

limber shard
#

yeah go ahead

patent swift
#

^ thats with some extra information about each teleport found by my code.

limber shard
#

hm

#

weird

patent swift
#

do you have a profile code i can try?

#

then i can check the details the same way

limber shard
#

yeah lemme send it real quick

#

0194563b-a521-db9a-97bd-81b607272a38

#

watch out for it though, it has quite the bit of mods (124)

patent swift
#

thats fine, used to big mod packs, mine has 250.. lmao

limber shard
#

oookkay now im a little confused

#

because now i landed just fine

patent swift
# limber shard oookkay now im a little confused

it sounds like something random conflicted with my new code... my new code could be better, its left the way it is because the way i did it a few days before was very different, i could probably change the problematic lines for the next version.

#

but.

#

this line.. 90.. is this..

it initially suggested to me that wateridge is the issue.. as the error was thrown for the array relating to the outside side of the fire exits.

#

and the bit throwing the error.. is the parts[1] being too high a number.

#

as i say, if you have main entrance + 3 fire exits.. that makes 8 active EntranceTeleports -> divided by 2 = 4.. so i generate an array of string[] which has index of 0-3

parts[1] is the "entranceID" of the entrance teleport.. so it suggests that # was above 3 for the ID. (assuming there is 3 fire exits)

#

ill look into changing how i do that if i can, because its unreliable, maybe i can just set the array to 50 in length, then it wont matter, lmao.

native carbon
#

Just landed on Etern and the log got spammed with NullReferenceExceptions about masked trying to find fire exits

#

Everyone experienced massive frame drops around the same time

#
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.selectClosestEntrance (System.Boolean isOutside, System.Boolean MainEntranceAllowed, System.Boolean FireExitsAllowed) (at ./Patches/MaskedAIRevamp.cs:5452)
LethalIntelligence.Patches.MaskedAIRevamp.findEntranceTeleports (System.Boolean useMainEntrance, System.Boolean useFireExits) (at ./Patches/MaskedAIRevamp.cs:5871)
LethalIntelligence.Patches.MaskedAIRevamp.FixedUpdate () (at ./Patches/MaskedAIRevamp.cs:1729)```
patent swift
#

thanks, will look at it shortly. but im guessing no valid fire exits were found, so ill have to investigate why.

patent swift
#

ok, had a look at it, when i load etern, main entrance, and fire exits 1 and 2? (or maybe it was 3) were all invalid.

I am checking pathing from the entrances to random spawn points for enemies, so i d k whats going on there as you would think all spawn points would be reachable from the entrances xD

i wanted to stop adding manual exceptions, but it seems maybe for this, i may have to, or work out a better way (on the moon side at least) to check that the entrances are reachable.

supple marten
#

Not game stopping at all, just reporting it.

patent swift
# supple marten Not game stopping at all, just reporting it.

thanks, its the same as above's error log, it seems ETERN has some funky navmesh outside.

I changed from checking entrances vs each other to checking random points inside/checking ai spawn points outside.. im thinking i need to also check the entrances as well.. to add balance.. only reason i stopped checking entrance to entrance was if there is only ONE other entrance, it easily fails if there is a problem with 1 entrance.. but seems ai nodes outside arent reliable either.. and a random point outside isnt reliable either.. lmao.

patent swift
#

ok, i beleive i fixed the issue.

in my original checking, i was checking a distance of "2f" away from every entrance.. which was working fine.

in my new pre-round checking, i was checking a distance of "1f" and it seems that intolerance to a bit of leeway was my downfall, now with "2f" all entrances on etern are fine.

still got an entrance on march thats flagging as "invalid", but the distance is 2.5f and its a one off.. if it proves to still be too small of a margin for most entrances (it shouldent be) then ill have to revisit the issue, but 1 in 4 entrances, on 1 moon, because of a stupid ledge... is fine.

i still need to check if the "null" issue is occuring, but, i think it stemmed from the fact that all entrances are null and i didnt put in a proper check on the client end.. oops ๐Ÿ˜„

patent swift
#

uploaded v0.3.9 - Hotfix

  • improved validation of EntranceTeleports by being less strict on some constraints to be in line with previous existing code that works fine. (bringing the new automatic code and the old manual code, more in line with each other)
  • added a new idle mode to prevent log spam when all entrances are unavailable, as well as to give a "fall back" mode to masked who have nothing to do, this currently makes masked walk from 5f to 80f away from the main entrance in an attempt to find players, if they find a player they will exit idle mode. They will not enter/exit the interior in idle mode.
  • added a null reference check to prevent an exception regarding entrance teleports, this will now instead lead to "idle mode" if this occurs.
  • improved logging when masked spawns and debug mode is turned off

this is an example of the change to masked spawning logs..

[Info   :LethalIntelligence] Masked '136' personality changed to 'Stealthy' (Moon:MarchLevel & Interior:Level1Flow3Exits)

no new lines, just extra information for when people insist on having debugmode turned off.

solid lichen
patent swift
solid lichen
patent swift
# solid lichen

interesting, because im not telling them to look up ever and i removed the vanilla code that tells them to look randomly, makes me wonder what they are looking at.

solid lichen
#

I just spawned one with imperium

#

01945c8b-8025-0ae6-320b-85d36de0797a

patent swift
#

yeah, im going to load the game, go to artifice, and spawn a masked, and watch it, cause i never use artifice for testing.

solid lichen
#

this is just one moon it happens on all moons for me

patent swift
#

yes, but it doesnt happen for me, period, afaik.

solid lichen
#

is that with my modpack

#

it could be a mod conflict

patent swift
#

nah, thats my mod on its own.

solid lichen
#

could mirage do that?

patent swift
#

it wouldent be a "mod conflict" as such, it would be another mod controlling masked, which, mirage doesnt do

solid lichen
#

I tested with only imperium and this mod

#

01945c93-8d99-eb97-fe14-c1fd33c14c63

#

@patent swift

patent swift
#

with imperium, can you turn on the same visualisations i have (as seen in the picture above) so we can see where their look ais actually aimed at?

solid lichen
#

what were they?

#

I dont know how to turn those on.

patent swift
#

its under F1.

visual cosmos
#

my masked look up aswell

patent swift
#

visualisation button, i am loading your mod pack (that includes too many emotes.. which modifies how masked behaves unless the setting is off)

visual cosmos
patent swift
#

so i cant see the menus

patent swift
visual cosmos
solid lichen
#

what visualization do I turn on

patent swift
visual cosmos
#

so yeah my masked also look up, should i.. send my modpack?
idk what else to do unless you can tell me what mods might be conflicting

#

i do have uhhh

#

starlancer ai fixs

solid lichen
#

I dont think its a mod conflict because it happens with only this mod and imperium

patent swift
patent swift
# solid lichen

under "entities" on the right, find the masked, and tick all the boxes.

#

also under "insights" can select "enemies" for extra info

solid lichen
#

umm

#

like this?

#

what is happening

patent swift
#

yeah, thats their vision cone, i was wondering if the cone look right ahead.. while thier face looked up.

patent swift
#

ah, so they are indeed looking up

#

yeah i d k why thats occuring.

#

i have one idea actually.. let me change some code and give a dll, then you can replace 0.3.9 with the DLL, and tell me if they still look up.

patent swift
#

actually.. nvm.. because i disabled the code i was thinking of previously xD so, yeah, im not making them look up

#

so thats vanilla code.. for some reason making them look up for you, but not for me.

patent swift
#

on every frame.. i tell the masked to look at their "forward" position.. so wherever they are going, they look forward.. never up, never down, never right, never left.

patent swift
#

i dont get any masked looking up issue with your profile either.

solid lichen
#

send the modpack code you are using that works

patent swift
#

01945ca3-f531-657e-f43f-9cfb86b05351
its the profile i use for all my testing.. but yours works too.

solid lichen
#

it works

patent swift
#

i used to do a head tilt.. where.. if their destination was above them, they would look up, and if it was down.. they would look down.. but they would not look normal, so i disabled it.

solid lichen
#

I think I know why

patent swift
solid lichen
#

it could be the masked personality's

#

because you have only sneaky enabled on this profile

patent swift
solid lichen
#

I dont know I was using default config

#

and it had them all enabled

patent swift
#

i test with them all usually, but yes i only had stealthy enabled as changing personality changes nothing.

#

enable all of them on my profile, and you wont see anything different

#

if its a specific personality, you are seeing the look up situation with, do let me know.

solid lichen
#

ok it wasn't that

patent swift
#

if your saying my profile works, and yours doesnt, then its a difference between what you were doing, and what im doing. all i can confirm is, i just spawned 5 masked, miraculously, they all had a different personality.. and all looked straight forward.. lmao

solid lichen
patent swift
#

i d k.. all i know is i cant replicate the issue, if you can tell me how to replicate 100%, i will replicate it and work out whats wrong XD

patent swift
#

so whats causing it?

solid lichen
#

Imperium is messing with it and fixing it. If you reset your imperium config then it breaks

patent swift
#

but on my modpack when i add imperium to check whats going on with issues, it has a reset config.

solid lichen
#

I took your imperium config from your working pack and replaced it with my imperium config in the broken pack

patent swift
#

give me the pack with your imperium with your config, not my config

#

and i will test

solid lichen
#

01945c93-8d99-eb97-fe14-c1fd33c14c63

patent swift
#

i only sent you my test one.

solid lichen
#

oh I see what you mean

solid lichen
patent swift
#

config is saved in the profile only afaik.

solid lichen
#

All I know is when you delete the imperium config it breaks and when I copy your imperium config to my testing pack with just your mod and imperium it fixes.

patent swift
#

ok, i know why i dont see the issue.

#

when i test on imperium, i use "untargetable", "invisible" and "muted", so i watch them as if no player is near.

#

in your config, they were disabled.. and so it seems when masked target a player, they look up.

#

i will look into why it occurs.,.. but it will be some vanilla code somewhere.

queen sky
patent swift
#

thanks for reporting it, will look into it asap.

#

the reason why it softlocks btw, is because i check the fire exits before the ship lands, meaning the fire exit is not near the navmesh when it is checked.. lmao.

#

actually seems like that fire exit is null when i check.. hmm.

patent swift
# solid lichen here is a more clear shot

so, going back to this, it seems it maybe my code after all.. i replicated the "look at" code for the masked after disabling their look at code and forgot to modify how it did things.. and i checked the values and as soon as it activates, they seem to look up at an angle of 70f... i wont disable this, because it has its purpose, but im certainly going to correct the angle is is looking at, just need to work out how im going to do that, as i dont want to make them look downwards instead.

#

slight progress? (if this is indeed the issue..), will have to work out how to make them look down when your down though, but this maybe the whole issue... xD

patent swift
#

ok, is this better?

in the video, the masked is not allowed to move, and they are 100% locked on to looking at me, even when looking through walls at me (for testing only, normal rules will apply in actual gameplay)

the only time im seeing an issue (ie, juddery weird animations) is when they look pretty much directly up or directly down... (which shouldent really happen ever)

i have limited the angle they can look up/down as -60 and +60 degrees, i dont know what the normal player limit is.. but im feeling like it looks similar.

also.. old code wasnt targetting where the players "eye" is... so i modified it to use the "eye" position as i assume the "body" position is too high/too low.... which is why they always looked up...

i have also factored in the DISTANCE to the object (in this case me) that it is looking at..as a part of the "angle" equation... this probably needs tweaking.. but i think it looks relativly ok atm? (ie, objects further away lead to less angle up/down)

feedback appreciated <3

molten merlin
#

why are you performing experiments on him

patent swift
#

ive been told they look "UP" for a while, but never been able to replicate it, now i can, and now i can fix it, so trying to get the angle right.

molten merlin
#

he's just observing the beautiful sky

patent swift
queen sky
#

on that time only fire exit. didnt test pocket room

patent swift
#

ah

#

well, it may have been the location of the fire exit.. because im getting some interesting results.

patent swift
# queen sky on that time only fire exit. didnt test pocket room

pocket dimension door (outside.. ie in the ship) = valid
pocket dimension door (inside the pocket dimension) = invalid.. this is to be expected as i assume the pocket dimension doesnt have a navmesh, after all its just a player storage cupboard lmao... but the reason this fails is "invalid random position" (ie no navmesh to the positions it selected)

fire exit outside (in the ship) = valid
fire exit inside (in the interior) = valid

so of those 4 checks.. the only one producing a null error for me.. was the pocket dimension (inside).

this suggests to me, where you placed your fireexit were cut off from the navmesh or not on the navmesh... do ytou have a picture of where you put the fire exit in the ship so i can try that location?

(ive already fixed the issue afaik, but surprised that i cant replicate it)

queen sky
patent swift
#

ok, thanks, let me try there :d

#

is that wider ship or normal ship?

queen sky
#

if you use furniture lock this is the coordinates
position : 7.368778, 1.840285, -21.91473
rotation : 270, 270, 0

queen sky
patent swift
#

ah, let me install those then after i test a theory i have ๐Ÿ™‚

patent swift
queen sky
#

maybe? dont sure

patent swift
#

well ill see in a second, xD

patent swift
# queen sky maybe? dont sure

well i have no issues with that fire exit.. i have modified the code a bit, but if i was having issues, id have some messages popping up... what moon were you trying on?

#

im wondering if "navmesh regen" was blacklisted.

queen sky
#

when I tested it. its on experimentation

patent swift
#

ok

patent swift
queen sky
#

01946045-51a6-0b85-4e19-495ed4eb9330

patent swift
#

thanks

#

with your profile, i cant even see my checks running... so thats interesting.

#

oh nvm, im stupid, my save file has me at the company -_-

solid lichen
patent swift
# queen sky 01946045-51a6-0b85-4e19-495ed4eb9330

ok, i found the difference between our profiles.

in my profile i allowed both directions on melanie's fireexit.
in your profile you allowed only 1 direction, which, when thats set.. melanie was making a value i use null.. there in throwing the error.. so im now checking if its null.. and if it is.. the fire exit will be marked as invalid, and no error will occur.

this does mean if a fire exit is not bi-direcitonal, it will not be used.

a fix will be in the next version to prevent the error.

solid lichen
patent swift
solid lichen
patent swift
#

uploaded v0.4.0 - Hotfix

- improved entrance teleports checks to ignore Melanie's furniture "pocket room" entrance and mark it as invalid automatically. if melanie's "ship" fire exit is placed, it should be valid with mode 0, but will be invalid with mode 1/2 as i dont check individual sides of an entrance.
- added a lot of null reference checks to the entrance teleport checking + using processes.
- added a proper bepindependency for LethalNetworkAPI```
patent swift
sage cape
#

LobbyCompatibility

patent swift
supple marten
#

Are we just calling out random mods?

#

Mirage!

solid lichen
potent marsh
patent swift
#

i figured it was in reference to "bepindependency".. but, yeah, that could be it too. xD

odd pebble
#

I discovered a problem: mimics do not react to the player in any way. And sometimes it happens that he cannot kill you, he just follows you

patent swift
patent swift
#

exactly.

patent swift
#

uploaded v0.4.1

-fixed all remaining networking issues in relation to the terminal (deceiving/cunning/insane), everything should be 100% synced now (including signal translator messages).
-fixed all remaining networking issues with sabotaging the apparatus
-fixed a position recognition issue at the start of the round leading to bad decisions
-cleaned up some code thats no longer needed as well as fixed an error spamming due to host only code running on the client when going to the breaker box.
-modified some distance checking code
-temporarily disabled Aggressive's ability to pick up weapons as Aggressive holding a weapon is unable to kill you currently. (will fix soon :))
solid lichen
#

@patent swift

#

masked is still looking up

patent swift
#

got you there ;o

#

but yeah "why" is it looking up is the question.

solid lichen
#

I have my masked logs off :(

patent swift
#

i d k why, they dont cause lag xD

solid lichen
#

now its not looking up

#

its weird

patent swift
#

then it had reason to look up before i guesss xD

#

it maybe the last thing they was told to look at, was up high, and that "angle" stuck.. i d k :/

#

ill have another look at it soon and see if i can work out wtf

solid lichen
#

ok

visual cosmos
proper echo
#

@patent swift one suggestion for a new personality, looter: runs around looking for loot when it has "stamina" for it and can just run past a player, sometime instead of running past it will instantly grab a player though

#

something along those lines, since i think that would be the most believable personality to encounter

#

i think it'd be pretty annoying/hard to code though, in my head i would code it to know when it's in range of a player when it's roaming and then put it into looting mode, running around and checking for possible loot spawn spots on the map while ignoring the player

#

looking quickly, i dont see anything mentioning loot in PlayerLikeAction() at least

supple marten
solid lichen
#

the mimic wont throw up in the face

sudden vault
#

do you have a road map besides bug fixes?

queen sky
#

terminal cant interacted after mimics interacted with them. dunno if this mod is the cause because we went chaotic on company cuz last day ๐Ÿคฃ

2 different mimics interacted the terminal and killed them both. we are on company moon. have navmeshincompany too

so far, except this one, we have no issue in this mod for the past days ๐Ÿ‘Œ

patent swift
solid lichen
#

No

patent swift
patent swift
solid lichen
#

We were in the ship they ran in and then looked like they were trying to kill us but they just clicked in us

patent swift
solid lichen
#

It could be conflict because same thing happened with herobrine and football when we were in the ship but when we stepped out it was fine

visual cosmos
#

was the masked spawned in orbit

#

masked spawned in orbit can't kill players

solid lichen
#

No

patent swift
visual cosmos
solid lichen
#

I donโ€™t know if itโ€™s this mod because they attempted to kill us but when they ran into us nothing happened and they just phased

#

And same thing happened with football and herobrine but it was only in the ship

#

I have not tested outside the ship

#

With masked

patent swift
patent swift
solid lichen
#

Alright, I was just thinking it could be another mod because both herobrine and football walked into us and could not kill us but when we stepped out of the ship it lets them kill us

sudden vault
patent swift
#

tbh what i need to do is make it like vanilla for all masked... but stop them running towards players in some case..
(i currently stop the collide too, i think?)

patent swift
patent swift
#

tbh i think the "fixing" list is smaller..

picking up weapons/killing
stealthy's "running away/hiding".
deceiving's acting like players (including emoting which applies to stealthy too? i d k)

#

it used to be about 30 things long.

#

oh and i was working on animations for climbing/jumping,, but that seems small fry compared to fixing..

sudden vault
#

bet

solid lichen
solid lichen
queen sky
visual cosmos
patent swift
#

i use ship windows, there is no conflict afaik.

queen sky
#

ye dunno why sometimes entities won't kill for me in the ship when I have ship windows before

#

maybe this broken?

proper echo
supple marten
proper echo
#

yeah exactly

patent swift
# proper echo i guess this kinda means it

exactly, i kind of made a mistake, i tried to prevent them from wanting to kill, but i ended up stupidly disabling their ability to kill.

in future, ill change it so they can always kill if you collide with them, except when holding weapons like shotguns/shovels/knives/grenades so they use those first without just choking you.

#

i guess the "desire to go kill someone" and "the ability to kill" should be seperate things, kind of which ive done for newer things (seperated them)

proper echo
limber shard
#

okay uh

#

so i'm 90% sure i'm not supposed to be seeing this

patent swift
limber shard
#

that yellow triangle is glued to the masked

#

i'm assuming it's suppost to be one carrying loot

#

but it's scrap icon that's supposed to only be visible on the ship's map is just kinda

#

there

patent swift
#

so yeah, i would look at what mods you use modify how maskeds look, and question with them why it happens.

#

but afaik, all mods just make masked copy mimicked players.

limber shard
#

alr yeah i should prob also bring it up with mirage

patent swift
#

yeah mirage just copies the mimicked player., i think its a bug in the mimicking process.. or something else.. if they are holding an item there, if so, what item? and what mod changes that item? etc.

#

actually. just had a thought.. it looks like the map icon the for the "loot" is transposed onto the masked itself (ie, the masked is holding something the game considers to be loot) so it maybe related to a mod making the mask a masked wears into loot.

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or something modifying the map, so many options xD all i know for sure is, i dont touch anything like that so i cant fix it.

limber shard
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yeah alr cool i was abt to say

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i just saw the dude wandering abt and i believe Lethal Intelligence allowed masked to hold stuff

patent swift
#

yeah 1000%, thats something map related.

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thats the icon for the map for loot.

limber shard
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wasn't so sure if it was loot too or only weaponry

patent swift
#

and as you can see, its FLAT unless seen from above.

patent swift
# limber shard wasn't so sure if it was loot too or only weaponry

masked can pick up loot, but they pick up the item, not a triangle.. if anything looks abnormal in the sense of the visual look of the masked/an item the masked is holding.. its not my mod.

the only thing i control which may look "wrong" is the angle/positioning of the maskeds body holding the item, but it should be correct.

#

either way, i think the map icon, is replacing the ingame item, not sure.

foggy hamlet
#

It seems for me lethal intelligence doesnt really function in my game with mirage. I ended up just removing general improvements completely which fixed a coupled issues but even now, they seem to just act like completely normal masked, just chasing me on sight. They also dont mimick cosmetics or suit changes. Im not sure why the masked arent operating how theyre supposed to

#

all of the personality configs are set to true, the only thing i changed was the brake lever option

opaque cypress
foggy hamlet
#

Deleting generalimprovements did help, but the problem im experiencing is they dont mimick suit colors and such, and i can only get them to do decieving things when im turned invisible. The second i uncheck invisible, cunning, decieving personalities for example instantly start chasing me. i havent tried stealthy yet. also, masked on the terminal shake and tweak out, making it pretty blatantly obvious that theyre masked the second you see them

#

019485fd-363d-139b-bebc-2c52761035e3 not sure if i can just export a simple mod list but this is the code

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i tried it with stealthy too, the second it was spawned it was hyperfocused on chasing me down. this seems to be the case no matter the personality

patent swift
#

how masked look is not controlled by my mod at all.

patent swift
patent swift
#

ok, i think i found the issue regarding there being no focus/activity selected..., but i d k why its occuring as i personally dont get an issue and i use mirage but this is maybe breaking both my mod, and mirage.

basically.. some mod is breaking mirage.. which is then breaking my mod.

Failed to initialize voice mimicking due to an incompatible mod.
Enemy name: Masked
[00:24:58.1663652] [Debug  :LethalIntelligence] NormalMoonWithInteriorFound:- ExperimentationLevel
[00:24:58.1829023] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalIntelligence.Patches.MaskedAIRevamp.enableMirageAudio () (at ./Patches/MaskedAIRevamp.cs:5751)
LethalIntelligence.Patches.MaskedAIRevamp.Start () (at ./Patches/MaskedAIRevamp.cs:889)

I will have to look at adding a null reference check somewhere there or something to prevent my mod breaking when mirage breaks..

foggy hamlet
foggy hamlet
patent swift
foggy hamlet
patent swift
#

second video masked

foggy hamlet
#

without invisible on, every personality hyperfocuses me

patent swift
#

well, with your profile, i get errors

#

but on my own (ill double check), but afaik i dont

foggy hamlet
#

guess ill take another good look at the mod list to see if anything makes changes to masked as well

patent swift
#

there maybe an issue beyond mirage breaking my mod, i tested with mirage disabled, still getting the wrong focus/activity sometimes.. so im baffled.

#

ill have to look at my own testing profile tomorrow and see if i get the same issue, but afaik, i dont.

patent swift
#

the -1 focus/activity issue was 100% my bad code. it will be fixed in the next update (which ill upload shortly)
the "mirage" issue i will also fix, but so far im not seeing the issue on my test profile, so some mod in your profile is breaking mirage imho @foggy hamlet I will fix the issue my mod has when mirage breaks though.

foggy hamlet
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scrolled through and couldnt find any mods that should be interfering with mirage, but if the only downside is they dont change costumes its not the worst thing ever

patent swift
#

well.. im sad to say.. my updated version of the mod im using for testing fixed the -1 issue, but still.. no focus/activity selected when using your mod profile... works fine with my test profile though (only my mod and mirage :S), so it may just be you need to disable half the mods, and see if that fixes it.. and by disabling and enabling mods, work out which is the problem.

#

on start up with your profile i see LOTS of errors... i wouldent let that many errors exist in my game profile xD

#

ok, so now.. thanks to you reporting the issue.. mirage wont break my mod (afaik xD)
[12:45:50.0621456] [Warning:qwbarch.Mirage]
Failed to initialize voice mimicking due to an incompatible mod.
Enemy name: Masked
[12:45:50.1003023] [Warning:LethalIntelligence] Mirage AudioStream is NULL - Disabling Mirage Compatibility

there will be a warning like this one when mirage breaks though, which will be right below the warning message from mirage itself.

now i just need to understand why my mod isnt assigning a focus/activity. x.x

#

ok.. the new issue has come from me fixing the -1 issue xD so at least i know i can fix it on my own profile and it should work ๐Ÿ˜„

queen sky
#

I got lag when a masked stole an item in the ship ( happened in boreal moon ). this happened twice in a row
first masked stole an item -me got lagged then killed by the masked. then stole again another item -got lagged again when spectating.
but I lost my logs. If that happens again I'll try to send logs

patent swift
#

uploaded v0.4.2 - Hotfix

- fixed an issue where a masked spotting a player at spawn would cause "-1" value for focus/activity there in breaking their logic.
- fixed an issue where a mod breaks mirage, which then breaks LI.
- hopefully improved FPS a bit by moving calculations from FixedUpdate to LateUpdate
fallow sun
#

i added that log cuz idk what mod is fucking around with the masked prefab, but something out there is breaking it

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so its just a warning to mirage users that theres nothing i can do about it basically

#

tldr; mirage isnt breaking LI, another mod is breaking both mirage and LI

#

oh wait nvm u said AudioStream is null

#

in that case it seems another mod wiped my prefab lmfao

patent swift
patent swift
fallow sun
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yea i really dont know what mod is touching with prefabs that isn't their own but

#

since AudioStream is null

#

that means Mirage as a whole doesnt work while that mod is installed

#

and i till this day have no idea what it is

patent swift
visual cosmos
#

idea: compatibility with lethal phones letting masked use the phones, similar to mirage compatibility (this would require having both mirage and lethalphones) but masked can randomly use phones at any time instead of having to find a walkie

if someone gets converted, the masked will have their phone and if you call that player, it'll go to the masked's phone

naturally spawning masked will have default phones and call people at random (converted masked also call random people), you cannot call naturally spawning masked

the call time (how long masked stay on the line) is randomized
chance of a masked picking up the phone if you call them is randomized

patent swift
#

Interesting idea but I'd have to look at how it works before making a judgement on if I want to spend time on that.

humble flare
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because they seem to have issues pathfinding indoors

#

when it was working however it was really cool tho

limber shard
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okay i'm gonna leave this here real quick since i gotta go to bed

#

but this error wa spamming the logs, causing the game to lag a lot

#

i was trying out the PathfindingLagFix Beta when it happened

#

so it's likely that the 2 mods together created that error since the mod is
well
a beta

patent swift
#

Erm.. thanks, will look at it, but it may be caused by just me, as I noticed another null error when masked spawned for something else, and it maybe all linked.

patent swift
patent swift
patent swift
# limber shard i was trying out the PathfindingLagFix Beta when it happened

ok, ive just tested on experimentation, the issue is not path finding lag fix beta.

that error may have been spamming.. but.. there is likely a prior error, which sent ONCE.. and suggested there is no apparatus.

I will add in a null reference check before the erroring line and tell them to do something else if apparatus is null.

if you can get me the log, that would be great.

#

ah dont worry, ive reproduced it.

limber shard
#

Okay glad i woke up in time

#

Yeah i can probably

#

Oop alr then

patent swift
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so.. in the "mansion", with no apparatus spawned... (so apparatus is null), it just spams the error you showed.

limber shard
#

Yeah it was mansion when it happened

patent swift
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so yeah, ill have to cover that off..

#

well it happens, i just didnt plan for it xD but now i need to think of something stealthy can do, so "escape" can still happen, without their being an apparatus.

real shore
#

hey, can we use Genereal Improvment with your mods? or it will break smth

#

like this:

cedar oracle
#

For some reason the masks in my pack act like pussies 75% of the time, we can attack them and they keep pretending, they often get stuck staring at something, and they sometimes just don't even try to kill us

#

I have clips, I'll send them later when I get back on my pc

patent swift
# real shore like this:

Not a clue, I don't use GI

LI already fixes spin on radar so I'd keep that disabled., the other settings don't matter to me as they are all visual.

patent swift
limber shard
#

I

#

Actually might

#

I have GI

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iโ€™m not at my computer rn so i canโ€™t check for another couple of hours but i probably do have it on

patent swift
#

Then there is your likely solution. If that is giving you a triangle ingame, then I really don't understand why, but if it's only while dead, or on the map, I can sort of understand it, but uh yeah, if it's GI causing it you can ask them about it xD

patent swift
cedar oracle
potent marsh
cedar oracle
#

no joke dude, the pajama is a mask in this scenerio and hes just getting dogged on and doing nothing about it

dark bison
cedar oracle
patent swift
dark lintel
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it ignored us and ran straight to the ship so i chased it

#

then it started running back to the facility entrance, completely ignoring me

#

literally walked straight into it and it didnt so much as acknowledge i was there

patent swift
#

ok.. hopefully uploading this today.. but.. a little update.

I was missing some code for stealthy/insane/cunning, which is why they were walking past players and ignoring them too much, and in some cases, just stopping completely after killing a player.

I re-enabled death on collision at all times.. and then realised i had an issue (since v0.4.1 apparantly) with masked walking away while they choked you, ive worked out why thats happening, but having to change a lot of code to stop that from happening as what i changed to cause this to break, fixed the positioning issues i was having since fixing the networking.

still having some teething troubles, but im going to test a few basics work (mainly, checking masked will still use the terminal properly, as that had the biggest issues before), and if that works, i will update.

if after the update, masked kill and stop moving.. let me know which personality.. ive temporarily applied "aggressive's" logic to the personalities who had no extra logic for killing players, so that shouldent happen.

likewise, if someone is being killed but the masked is walking away from the player and vomiting, do let me know, should be fixed now.

same goes for other "positioning" bugs, if masked is standing in some stupid position.. do let me know.

patent swift
#

uploaded v0.4.3 - The 'Anti-MP' Patch

- prevented error spam when "apparatus" is null (usually on the mansion interior)
- prevented an error message at start of the day due to items being null
- instead of syncing "masked" position and rotation myself, ive switched to instead using agent position and rotation.
- disabled syncing of "in special animation" bool as it was causing issues, will fix in future.
- improved player detection, selection, following and losing track of players.
- made sure that masked are "collidable" (ie, so they can kill you) majority of the time. only real exceptions is while they are "using" the terminal/breaker/apparatus.```

ill leave it to peoples imaginations what MP represents.

I hope this version works as intended.. I have to move by next month, so likely wont have a lot of time to fix issues x.x

and an FYI, masked should all be a lot more focused on players.. it may lead to them not completing "focuses" when interupted by players. i will have to look at how this affects things sometime.
supple marten
#

Have you thought about trying out PathfindingLib? I just found out about it, and want to try it on my Gargoyle to see if it improves performance.

patent swift
patent swift
supple marten
# patent swift i know of it, but i havent looked at it.

xu just added it to code rebirth and says it will allow for a lot smoother pathfinding between interior > exit > player and vice versa. I figured you may be interested once you get back to it.

But by all means, take a break! I'd hate to see you get burnt out. This is one of my favorite mods haha.

If it's broken, oh well. I can wait for another fix. ๐Ÿค˜๐Ÿป

patent swift
# supple marten xu just added it to code rebirth and says it will allow for a lot smoother pathf...

well, it maybe nice, but i think ive gone a different direction to others with that, I discussed a bit of what im doing with zaggy as i was doing it, and im guessing they did what they were talking about with their lib.

I was also creating my own tool seperate from my mod, which, actually, would probably end up being a dependency for my mod, but i put a halt on that when the networking issues appeared, maybe ill pick that back up next month, or maybe ill use both (as my tool isnt exactly for path finding), we shall see.

supple marten
foggy hamlet
#

@patent swift (Just saw your message about taking a break and working on moving, go ahead and disregard this then, good luck man just moved myself its a process) hello my good man or woman, Now that im off work i singled out the mod that was completely breaking mirage, weirdly enough its the CastleGrounds mod by RealeStudios. Masked work as intended mirage wise with it disabled. However when i spawn a masked, they still tend to focus me pretty hard, and their focus is usually just me when i spawn them in. Im not sure if theres just a difference in behaviour when spawned in right in front of you and when found naturally, because i also noticed once they set their focus to you, turning invisible with imperium doesnt make them lose focus and they still beeline you. If you wouldnt mind, is there an easier way for me to test if lethalintelligence is working as intended without spawning a bunch in and observing them, so i can quicker find the conflicting mod?

#

also, even the stealthy or cunning personalities, once they decide to focus you and kill you will they stay on that activity until you are dead or with distance could they switch to a more passive activity?

patent swift
patent swift
#

20f, i would say is like 20seconds.. or similar.

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in my testing, it felt like an age, but i tried 10f, and it felt too short (and 20f is what it was originally at)

foggy hamlet
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i also saw you made them focus the player more than before, so i guess that solves that mystery. i should learn to read before yapping

patent swift
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thats how it was always intended to work, but, a few things were stopping that from happening for some personalities.

patent swift
foggy hamlet
#

anyone have an idea why only i the host is able to die from skinwalkers?

#

masked, my bad, the rest just phase through my friends

sick glen
#

LethalIntelligenceExperimental stops Galetry from Wesleys_Moons from loading

(able to reproduce with just those 2 mods (and their dependencies)

molten merlin
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probably something about it looking for a main entrance that doesn't exist, galetry has no interior

sick glen
#

Indeed

queen sky
#

Ok I got the fps drop again when Masked tried to "steal" item but this time only when closing the ship door it starts to drop fps

native carbon
patent swift