#Good Item Scan

1 messages Β· Page 1 of 1 (latest)

half nexus
#

Good Item Scan Mod

Since everyone likes mods that replace the vanilla scan (Right?), I decided to try my own πŸ™‚

This mod increases the maximum amount of scannable ScanNodes to <= 666.

It completely replaces the vanilla scan behavior, so it should (theoretically) improve performance.

It should also be more reliable than the vanilla scan.

Well, here's the Thunderstore link:
https://thunderstore.io/c/lethal-company/p/TestAccount666/GoodItemScan/

half nexus
#

Well, I'm stealing the first message πŸ™‚

languid sorrel
#

Since It effects performance

tepid sigil
#

looks nice

#

If it can make the scanner actually work then it's valid for me

solemn siren
#

the madman actually used that cursed icon 🀭🀭

frank minnow
#

v type engine

peak badge
#

No rainbow scan nodes? Disappointing

half nexus
peak badge
#

I've been asking for like 4 months for em

half nexus
half nexus
peak badge
#

Smh

#

It's okay

half nexus
half nexus
barren radish
#

idk how to explain it

#

the scan is a bit weird

#

sometimes it scan my own inventory

#

like this too

half nexus
barren radish
#

also gift box scan node keeps existing after opening it

half nexus
barren radish
#

yep

half nexus
#

Guess I have to fix a few things πŸ˜…

barren radish
#

i should have tested with the easter egg πŸ€¦β€β™‚οΈ , anyway great mod πŸ‘

half nexus
#

@barren radish, those issues should be fixed in 1.0.1

tepid sigil
#

we count on you

barren radish
frank minnow
#

the scan experience on the ship was very nice

#

obviously scanning items in other player's hands (and your own) is a problem but i assume both of those were already addressed

#

no other complaints come to mind atm

#

good stuff

strange igloo
languid sorrel
strange igloo
#

and I feel like it might be for the better I replaced it with some lighter alternatives, I fear it might break tomorrow when V55 drops lol

#

It's not in a stable state like it was when we transitioned to V50 from V49 the current release is way buggier for the transition to a new update

languid sorrel
strange igloo
languid sorrel
strange igloo
#

It's just kind of unfortunate he decided to take a break when the mod was in a rather unstable state lol

strange igloo
languid sorrel
strange igloo
#

Yeah

frank minnow
#

is general improvements really that buggy

#

i know it's not particularly performant but as far as im aware the only major outstanding issues ATM are

  1. lightning permanently shutting off all the ship monitors if you use the sync power setting
  2. "masked show player names" causing masked to be scannable instead
  3. "keep items during inverse" not working because the inverse uses your teleport settings instead
#

and those are all just logic errors, not something that would be complicated by v55, so much

strange igloo
#

Yeah it was pretty buggy for me recently unfortunately and idk why but I had situations where that Terminal patch broke that I disabled ofc, then the monitors when BetterMonitors are turned off deciding to not wanna turn back on for someone due to their odd LOD settings, etc. Just some feature kept deciding to bug out or cause issues

#

Cus they turn off at a small distance sometimes, and sometimes they don't like to come back on for whatever reason

strange igloo
#

☠️

frank minnow
#

well, not the broken terminal patch

#

but i have never had an issue with the monitors disappearing

#

and i dont use the bettermonitors because they are real laggy

strange igloo
#

Maybe it doesn't like ViewExtension?

#

idk

frank minnow
#

dunno, that feels like it should be pretty safe

#

viewextension just increases the far clip plane of the camera, unless the mod's recently been changed

strange igloo
#

I've had no issues with the monitors with OpenMonitors

#

So idk

frank minnow
#

anyways

#

i do think generalimprovements is in a bit of a weird spot

#

shaosil has been focusing more on other projects (totally fair) so it's gone without maintenance for a little while

#

and this is coming not so long after a whole bunch of new features were introduced

strange igloo
#

Yeah it's a good mod, but it's in a weird buggy state

frank minnow
#

it really feels like it's starting to suffer from some feature creep

strange igloo
#

Yeah I think that's what it is too

#

The bugs all started after he added the masked stuff and the API for BetterMonitors

frank minnow
#

at the moment im still using it and don't really want to give it up because there's too many fixes i don't like playing without

strange igloo
#

Before that it was pretty much rock solid stable

#

Yeah

#

I might be able to disable it touching the monitors tbf

frank minnow
#

but that is sort of the driving force between incorporating my own versions of those fixes into a mod i can maintain (and just autotoggling them to avoid conflicts)

strange igloo
#

Yeah

frank minnow
#

i guess it depends on what's going to happen when v55 drops

#

shaosil might just be burnt out on lethal because of the lack of updates

#

or maybe he will have his hands too full with other projects for some more time

#

we will see, i suppose

languid sorrel
#

but kinda fun tbh XD

#

it was nice seing my pack get rebuilt a few mods at a time while they get patched

strange igloo
#

Well I readded GI as a test but disabled some extra stuff like LbtoKG and keys having infinite uses and being destroyed on orbit, because an issue we had with GI but not when removing it was the game lagging when going back into Orbit for some reason

#

Those features are nice but I would imagine they're adding Overhead and are responsible for the game lagging in those scenarios

#

and I can live without them

#

Also @frank minnow disabling this seems to have fixed the LOD of the monitors being weird, despite me not even having Better Monitors set to true

#

Dunno why

strange igloo
#

@frank minnow Still get frame drops when going back in orbit with GeneralImprovements in my pack and idk why

#

I wonder if it's executing something when the lever is pulled possibly

#

Like you said it's probably an issue due to featurecreep and bloat if I had to guess

#

Oh well

#

At the very least disabling those things I did seemed to mimize it

frank minnow
#

i keep forgetting to get a screenshot but this mod makes it so you are able to scan open secure doors

#

which isn't possible in vanilla

#

they are normally only scannable when the door is closed

barren radish
#

i can confirm that, at first i thought it was an update from Scannable Codes, never expected to be from this mod

#

it scared me sometimes when i was in the dark scanning and suddenly a node appears in front of me

#

unintended feature lol

strange igloo
frank minnow
#

@half nexus

torpid crater
#

Asking mainly because it sounds like Good Item Scan may be better on performance, but I want to be sure just in case.

barren radish
#

Is there any chance that you could implement the "hide scan node subtext if it has no scrap value or description" from GI in this mod also?

#

would be cool

strange igloo
strange igloo
#

GI's came at a performance penalty I also found that setting didn't really add much

#

I've not noticed a difference without it

torpid crater
barren radish
#

yeah, i know it isn't necessary, but it's just for aesthetic, the green bar below the scanned item doesn't really show anything sometimes, why have it there?

strange igloo
#

To both that and ScanTweaks

#

I'd like to see the better ui from BetterItemScan be implemented though

#

If it could be without it allocating constantly per frame

barren radish
torpid crater
#

Yeah, BetterItemScan has a lot of nice features. I'll opt out in favor of this though, have a friend on really bad internet who keeps lagging out so I need to pay attention to performance way more.

strange igloo
#

Haven't tested 900p

#

So you'd configure it like this, you want width at 0 so it can always auto adapt to the display

#

The reason for this is cus the game has custom post processing and volumetric effects

torpid crater
#

Okay, I'll keep that one in mind. Trying out ButteryFixes GameResolution setting on High in their Buttery Fixes mod atm. Res should be at 970x580

strange igloo
#

and it also uses HDRP

barren radish
#

does LCUltraWide helps in any way on my potato pc?

#

or should i just keep the game resolution as it is

strange igloo
#

720p seems to be a middle ground that avoids both scenarios

#

So I would test it

barren radish
#

i will test it

#

should i change this too? lol

strange igloo
#

That's fine to leave at default

strange igloo
#

So you could test don't change and see if it runs smoother for you with LCUltrawide on 720p

torpid crater
#

Yeah, they say it's an unused game render setting, so I'm hopeful it will play nice.

barren radish
strange igloo
#

I guess see how it feels with both resolution settings at 0, that'll keep the default res but fix the game looking strectched

barren radish
#

i'm dumb, i gave 520 instead of 540 on height

torpid crater
#

Buttery Fixes resolution worked great. Ran a 70 mod loadout including Immersive Visor with no real lag issues.

half nexus
#

1.1.0

+ Added config option for scanning opened blast doors

strange igloo
junior hinge
#

Seems to be working, but I didn't test it extensively. I don't really know.

strange igloo
#

It should mean it's working

#

lol

barren radish
#

There's something that is bothering me and i don't remember if this has been adressed here already, but the when you have this mod on, the scan doesn't get the borders. I tried testing to see how much is that

#

So i tested it with 2 nodes on both extremes

#

both the stutter switch and coil have scan nodes and here i can't get them

#

but if i take a step back, i can

#

i couldn't get the exact distance, but i believe it might scan a area of 1024x768 on my monitor, which is 4:3

#

but i play the game at 16:9, so the scan doesn't scale with the UI?

#

or am i getting crazy

strange igloo
#

Try seeing if it happens without LCUW, I remember TestAccount saying scan nodes were weird for him with LCUW as well

barren radish
#

i tried it on a new profile with just GoodItemScan

strange igloo
#

Oh idk then, are you sure it's not just a vanilla issue?

#

You could also try disabling this setting

barren radish
#

like a 180ΒΊ angle to where i was looking

strange igloo
barren radish
#

let me check

#

nope

#

also

#

i tried LCUltrawide on 4:3 and GoodItemScan and got it on the borders

#

so maybe i'm not so crazy

half nexus
#

Hmmm, shouldn't this code scale though? πŸ€”

strange igloo
#

The irony

strange igloo
#

πŸ€”

half nexus
#

Well, if my stuff is broken... HDLC also fixes it, so I'm unsure what the point is .-.

strange igloo
#

Is the point

half nexus
#

I'll try my mod without HDLC today though

strange igloo
#

They tried it with only your mod and produced the issue

half nexus
#

Hmmm, I need to become more observant

#

I might already have a fix for that.

Need to reproduce the issue first though

exotic turret
#

Nothing against billy, but I don't think he's worth that much

#

seems to do this to any tool that has a tooltip in my ship atm

barren radish
#

Yeah, i agree, Billy is worth much more than 300 bucks

#

Fix it please

half nexus
#

That seems to be exclusive to items like the radar booster though πŸ€”

#

Probably because it has a scrap scan node

exotic turret
#

I completely forgot to mention this but this is in a brand new save. I use mrov’s β€œUnlockOnStart” to have those items in the ship when i load in, so when i hit scan, it showed that 300 immediately.

barren radish
#

Did you manage to replicate that scan issue?

half nexus
#

1.2.0

+ Added config option to always force a rescan
* Fixed total scan value persisting

half nexus
barren radish
half nexus
#

I feel like this is a bit too extreme

barren radish
barren radish
half nexus
#

1.2.1

* Fixed fov calculation

#

This should fix your issue, @barren radish

barren radish
#

When i get at home i will check yoiled

barren radish
#

The scan is working way better now, the only problem remaining is LCUltrawide alright i shall get rid of it

barren radish
#

The scan nodes doesn't work as intended with LCUW sometimes, i prefer taking it off and using HDLC (althrough it's incompatible with some mods, but i don't use those mods)

frank minnow
#

collected data logs still show scan nodes

half nexus
#

Thanks for the info, I'll have a look

broken flax
#

could I commission you to "fix" this?

#

maybe configurable colors, or a setting to make it accurate to the manual

#

right now it appears blue replaced green and green replaced yellow

#

but zeek never updated the manual page i guess, i kinda would like yellow scan nodes though

half nexus
#

It doesn't really work that good... it also breaks the scan animation πŸ˜…

broken flax
#

aww lol

#

what text would go good over it even? black? brown?

brisk vapor
#

is there a need for this mod if i have GI (since they presumably fixed the scan issues)

#

ig im asking is good item scan still better on performance lol

#

than GI

half nexus
broken flax
#

I've generally had better results with this than the one included in GI

half nexus
half nexus
#

1.2.3

+ Added config option to always check for LOS
# Improved LOS check. Should now be way more reliable and support weird ScanNode sizes and locations

broken flax
#

yay!!

#

ty for all ur work :)

broken flax
#

hey test i have a suggestion!

#

theres a certain other mod that hides the 2nd description box in scan nodes when theres nothing there, do you think you could do something like that?

#

this box

half nexus
thin ruin
barren radish
#

Oxygen and InsanityDisplay

floral pier
#

DramaMask too iirc

thin ruin
barren radish
#

Apparentely if you have Always Re-scan off, when you scan a scrap the first time it shows the Total

#

but if you re-scan, it shows 0

#

also, sometimes the total doesn't appear

#

it's not very consistent, but most time it appears

half nexus
#

Ummm... Can I see your log? πŸ˜…

#

@barren radish

broken flax
#

Hmm y'know I think I can recall a couple of times I scanned and saw no total, but I have no useful info to provide other than that, sorry

#

I'll keep an eye

barren radish
#

uhhh, i've already lost the logs of that game, but i'll try to replicate then, just wait a bit

barren radish
barren radish
#

also

#

what is a boxcollider?

#

it appeared on the logs once

#

[18:47:51.0357373] [Info :GoodItemScan] Scan Initiated!
[18:47:51.0387373] [Info :GoodItemScan] Got '59' nodes!
[18:47:51.0387373] [Info :GoodItemScan] Got '33' nodes in cache!
[18:47:51.0607376] [Error :GoodItemScan] Gift box has no BoxCollider!
[18:47:51.0617376] [Error :GoodItemScan] Adding a BoxCollider!
[18:47:51.0837379] [Info :GoodItemScan] Scanning node '1'!
[18:47:51.0837379] [Info :GoodItemScan] Scanning node '2'!
[18:47:52.9047585] [Info :GoodItemScan] Scan Initiated!
[18:47:52.9077585] [Info :GoodItemScan] Got '59' nodes!
[18:47:52.9077585] [Info :GoodItemScan] Got '34' nodes in cache!
[18:47:52.9637591] [Info :GoodItemScan] Scanning node '1'!
[18:47:52.9637591] [Info :GoodItemScan] Scanning node '2'!
[18:47:54.1977731] [Info :GoodItemScan] Scan Initiated!
[18:47:54.2017732] [Info :GoodItemScan] Got '59' nodes!
[18:47:54.2027732] [Info :GoodItemScan] Got '34' nodes in cache!
[18:47:54.2397736] [Info :GoodItemScan] Scanning node '1'!
[18:47:54.2397736] [Info :GoodItemScan] Scanning node '2'!
[18:47:54.2397736] [Info :GoodItemScan] Scanning node '3'!
[18:47:55.6027890] [Info :GoodItemScan] Scan Initiated!

frank minnow
#

boxcolliders are just a unity component for giving something a cubical hitbox

barren radish
#

and what difference does it make a scrap having one or not having?

frank minnow
#

well a scan node needs to have a collider for it to be picked up by the scanner

barren radish
half nexus
half nexus
barren radish
broken flax
frank minnow
#

but now im convinced

broken flax
#

huh

#

can you jog my memory

#

i see lol

azure cave
#

sooo i'll drop this here @half nexus @fallow field

a proof of concept for an alternative "passive" scan rewrite
QuickItemScan

#

i'm wondering if doing it this way will be more performant + there are a couple of TODOs to improve a bit more πŸ€”

#

only unorthodox thing is a preloader to inject Awake in ScanNodeProperties πŸ˜…

half nexus
barren radish
#

got this error in the logs sometimes, don't know what it means but i'll leave it here in case it helps

[04:44:49.5026345] [Error : Unity Log] NullReferenceException
Stack trace:
GoodItemScan.Scanner+<ScanNodes>d__7.MoveNext () (at ./Scanner.cs:85)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_00026)

[04:44:49.5026345] [Error : Unity Log] NullReferenceException
Stack trace:
GoodItemScan.Scanner+<ScanNodes>d__7.MoveNext () (at ./Scanner.cs:85)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_00026)

half nexus
leaden furnace
#

@half nexus

#

i forgot to turn async loggers off )@:

#

hopefully it isnt an issue

half nexus
thin ruin
#

I have the same issue as woodroach, scanner showing total 0 when outside the ship and scanning scrap

#

I am using latest version

half nexus
thin ruin
#

Ill boot up the game and try once more

#

As I scan item first time it works, but on second scan it shows up as zero

#

it applied to all scrap I found

#

Would you like my modlist to see if you get any clues?

#

Then again seems woodroach didn't use much of mods (if I understood correctly) and disabled stuff from GI anyway... So maybe its not mod conflict?

half nexus
thin ruin
#

oh and I updated GoodItemScan again just before sending you the code

#

I can try once more myself with this update and see what happens

#

Erm now the "TOTAL: 0" wont leave my screen at all

#

It does change correctly if I scan two or more items, but it wont go away πŸ‘€

half nexus
#

@thin ruin @leaden furnace, should be fixed in 1.4.5

thin ruin
#

Awesome, I'll give it a go soon ^^

barren radish
#

found 2 curious cases while playing, the first is that scan nodes from those giant closed doors still shows up when scanning after taking off the apparatus (while having the option that hides open doors scan nodes)

#

the second is that if you scan a item and the total didn't show up, if you scan it again while having the re-scan option every scan disabled, the total will show up as 0

barren radish
#

well...

barren radish
thin ruin
broken flax
#

not sure why

thin ruin
#

weird

#

update fixed issue for some and caused issue for some or something?

azure cave
frank minnow
#

Lol

#

turning on always re-scan prevents this

broken flax
#

maybe its use dictionary cache??

frank minnow
#

it fixed it temporarily but not forever

broken flax
#

shoot

broken flax
#

It's not a huge deal you can just scan something again and it'll go away

#

mildly annoying though

half nexus
#

I think I know how to fix it πŸ€”

leaden furnace
half nexus
#

1.4.6 should finally fix the issue

barren radish
#

guess what πŸ™‚

#

if you scan more than 1 scrap, the total appears

#

but

#

if you go away and scan these blue scan nodes (points of interest/tools), the total appears with the last scanned total

broken flax
#

srry just wondering

frank minnow
broken flax
#

hi

#

thanks

frank minnow
#

but im not certain

broken flax
#

ill look l8r

frank minnow
#

on that note im not sure scantweaks and gooditemscan are compatible?

#

so i might be wrong

broken flax
#

oh ic

half nexus
broken flax
#

oh cool! okay

#

also man, that total bug sure is stubborn huh

#

i havent seen it happen again yet

#

i gotta do more testing

half nexus
barren radish
half nexus
half nexus
barren radish
#

idk what you did but the issue persist and i can't scan tools anymore lol

strange igloo
#

GI's Scanner Fix is optimized now and works fine

barren radish
#

i'm not gonna put GI just for the scanner -_- besides i don't even use 80% of the features it offers

half nexus
half nexus
leaden furnace
#

Recent bugs aside

#

Tho I will say none of them scan the scrap metal sheet

#

But idk if that’s possible

half nexus
half nexus
barren radish
#

That's because i'm good at breaking the game yoiled

#

I have re-scan and sight of line disabled

#

If i scan a bunch of scraps, the total appears, then i go away and the total dissapears, but if i scan those blue nodes the total appears again with the last scanned value

#

Something like that

half nexus
azure cave
#

had that moment too in my recode 🀣

half nexus
barren radish
#

When i get home i'll see that πŸ‘

barren radish
#

it's working fine yoiled

#

but i managed to break it anyways

#

console started spamming this when i tried to host the lobby on the second try

#

[14:21:35.2667313] [Fatal :DBJ.UncaughtExceptionCatcher] An uncaught exception has been caught from a mod's patcher! Details below:
[14:21:35.2707313] [Error :DBJ.UncaughtExceptionCatcher] System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.RectTransform.set_anchoredPosition_Injected(UnityEngine.RectTransform,UnityEngine.Vector2&)
at UnityEngine.RectTransform.set_anchoredPosition (UnityEngine.Vector2 value) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_00000
at GoodItemScan.Scanner.UpdateScanNodePosition (UnityEngine.RectTransform scanElement, ScanNodeProperties node) [0x00095] in ./Scanner.cs:440
at GoodItemScan.Scanner.UpdateScanNodes (GameNetcodeStuff.PlayerControllerB playerScript) [0x000a9] in ./Scanner.cs:358
at GoodItemScan.Patches.HUDManagerPatch.UpdateScanNodes (GameNetcodeStuff.PlayerControllerB playerScript) [0x00001] in ./Patches/HUDManagerPatch.cs:43
at HUDManager.UpdateScanNodes (GameNetcodeStuff.PlayerControllerB playerScript) [0x0000a] in <0b5b829887344817a21214132ea92eef>:IL_0000a

#

and

#

well

#

the scan nodes dissapeared and the total got stuck on screen

#

wait

#

wrong log

#

sry

#

there it is

#

this one also

[14:20:51.6953026] [Fatal :DBJ.UncaughtExceptionCatcher] An uncaught exception has been caught from a mod's patcher! Details below:
[14:20:51.6973026] [Error :DBJ.UncaughtExceptionCatcher] System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
at GoodItemScan.Scanner.DisableAllScanElements () [0x00034] in ./Scanner.cs:92
at GoodItemScan.Patches.HUDManagerPatch.RedirectDisableAllScanElements () [0x00001] in ./Patches/HUDManagerPatch.cs:36
at HUDManager.DisableAllScanElements () [0x00005] in <0b5b829887344817a21214132ea92eef>:IL_00005
at HUDManager.Update () [0x0043e] in <0b5b829887344817a21214132ea92eef>:IL_0043e

[14:21:18.9535708] [Error : Unity Log] NullReferenceException
Stack trace:
GoodItemScan.Scanner.ActivateScanElement (HUDManager hudManager, GoodItemScan.ScannedNode scannedNode) (at ./Scanner.cs:411)
GoodItemScan.Scanner+<AddScanNodeToUI>d__21.MoveNext () (at ./Scanner.cs:257)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_00026)

half nexus
half nexus
#

@barren radish, 1.5.1 should fix all of the above

final apex
#

is this mod compatible with LGU's better scanner or nah?

half nexus
final apex
#

lets you scan through walls, increases the range of the scanner, and I think thats it

half nexus
final apex
#

I see, thank you in advance πŸ‘€

barren radish
#

well

#

here i'm again

#

= )

#

Scanning a door and the node doesn't show up

#

enemy node didn't get out of my screen until i enabled re-scan

#

also this lol

#

total stuck on my screen for some reason with my friends looking at me (they're so silly)

#

this was the only error that appeared multiples times through the logs

[01:08:38.5752857] [Fatal :DBJ.UncaughtExceptionCatcher] An uncaught exception has been caught from a mod's patcher! Details below:
[01:08:38.5772858] [Error :DBJ.UncaughtExceptionCatcher] System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.Dictionary`2+Enumerator[TKey,TValue].MoveNext () [0x00013] in <787acc3c9a4c471ba7d971300105af24>:IL_00013
at GoodItemScan.Scanner.UpdateScanNodes () [0x000b9] in ./Scanner.cs:366
at GoodItemScan.Patches.HUDManagerPatch.UpdateScanNodes () [0x00001] in ./Patches/HUDManagerPatch.cs:42
at HUDManager.UpdateScanNodes (GameNetcodeStuff.PlayerControllerB playerScript) [0x0000a] in <0b5b829887344817a21214132ea92eef>:IL_0000a

strange igloo
#

lol

barren radish
#

Maybe... i'm patient

#

Hopefully testy will fix it

strange igloo
#

Matty is also working on a scan mod I still need to test it

#

it's in Alpha stage atm

exotic turret
strange igloo
barren radish
#

Well, my friends also saw the scan nodes stuck on the screen

strange igloo
barren radish
#

Maybe

#

Althrough my pack is very simple

#

Barely adds anything

#

0191063b-3eae-6ae0-faee-f4fae54dc369

half nexus
#

@barren radish

barren radish
#

update: the error persists

#

maybe i have a better clue now

#

i think that it has something to do with the player death

#

this only started happening after i died

#

i tried to replicate, but it was just a few times

#

probably has something to do with dying while having a scan node on the screen? i'm not sure

half nexus
half nexus
barren radish
#

great news, the bug didn't occur in my quick test

#

no log errors also = )

#

if i come across it again, i'll make sure to send more info

#

but i hope it got really fixed, you're almost going insane πŸ˜…

strange igloo
#

@half nexus Why is the Total Counter kind of slow and laggy now?

#

Can you fix that? lol

#

It doesn't lag the actual game or anything it's just weird

barren radish
#

great news? I played a really long run with 6 people, no major bug occurrences yoiled

#

there was just one time with me and one of my friends that the Total got stuck on screen, but when the round ended it fixed itself

#

so

#

i'd say that's a win

#

[02:25:45.3206519] [Fatal :DBJ.UncaughtExceptionCatcher] An uncaught exception has been caught from a mod's patcher! Details below:
[02:25:45.3216519] [Error :DBJ.UncaughtExceptionCatcher] System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
at TestAccountFixes.Fixes.DogSound.Patches.PlayerControllerBPatch.CheckForSilentSprint (GameNetcodeStuff.PlayerControllerB __instance) [0x00053] in ./Fixes/DogSound/Patches/PlayerControllerBPatch.cs:66
at GameNetcodeStuff.PlayerControllerB.Update () [0x02c32] in <0b5b829887344817a21214132ea92eef>:IL_02c32

take this too, not related to GoodItemScan πŸ‘

half nexus
barren radish
#

not a bug, just a weird behavior

#

apparently scan distance is a bit higher than the calculate value distance?

barren radish
#

[00:49:25.5762859] [Fatal :DBJ.UncaughtExceptionCatcher] An uncaught exception has been caught from a mod's patcher! Details below:
[00:49:25.5772859] [Error :DBJ.UncaughtExceptionCatcher] System.NullReferenceException: Object reference not set to an instance of an object
at GoodItemScan.Scanner.UpdateScanNodePosition (GoodItemScan.ScannedNode scannedNode) [0x0004c] in ./Scanner.cs:494
at GoodItemScan.Scanner.UpdateScanNodes () [0x00130] in ./Scanner.cs:410
at GoodItemScan.Patches.HUDManagerPatch.UpdateScanNodes () [0x00001] in ./Patches/HUDManagerPatch.cs:42
at HUDManager.UpdateScanNodes (GameNetcodeStuff.PlayerControllerB playerScript) [0x0000a] in <0b5b829887344817a21214132ea92eef>:IL_0000a

yay

half nexus
barren radish
#

i'll only be able to check when i play a long run again sry

#

THANK YOU TESTY

half nexus
azure cave
#

bruh, let's fulfill quota by just selling corpses then 😏

#

200 corpses and we can get a jetpack

strange igloo
broken flax
#

cuz im already thinking of ways this could be abused

#

though i suppose it doesnt really matter

barren radish
#

ah yes

#

let's loop the company for 1 hour straight to hit 800 $

#

πŸ”₯

#

fun

broken flax
#

not so much i moreso meant you could easily push the quota over 15 dollars without being punished

#

and you could loop that for 30, 45, etc

#

that certainly would not take an hour

barren radish
#

not really worth, if you're playing the game just to hit the quota and not to have fun too then idk why you're playing it

#

i'm just taking that mod because my friends like to kill themselves in the dumbest ways possible in the company

broken flax
#

but the fun for a lot of people is hitting that high score so i can see why they would do it

#

lol

#

i dont really care personally it just seems like an oversight to me

#

people have fun in different ways if u didnt know

#

but fun is fun

#

so again it doesnt really matter

barren radish
#

i know, but the idea of downloading that mod just to kill your friends repeatedly in the company to get into moons or hit quota is meh

#

it would be a good idea to counter that by adding just a penalty of 5 by each corpse sell

barren radish
leaden furnace
#

But I hate waffling at the company so I’ll keep instant selling with no tentacles

exotic turret
#

Howdy! Noticed something while playing with a mod that affects the scan nodes for the scrap, Cursed Scrap. In play sessions before this mod, the scrap nodes look like this (the "new scrap" added, the existing scrap being cursed, and a regular piece of scrap)

#

But when I use this mod alongside it, all the nodes are updated to be green.

#

While it adds an extra challenge, it would be nice if there was a way to work around this with either a config or change to GIS. I'd be fine with either. yoiled

half nexus
#

I had a quick look at the source code of cursed scraps...

The mod is very incompatible with GoodItemScan.

A lot of things are triggered by having a scan node on screen.

GoodItemScan does not use the vanilla system though.

Also, I personally wouldn't recommend this mod anyway since it uses reflections.

@exotic turret

#

@azure cave, for your information:

Cursed Scraps will also be incompatible with your scanner mod

azure cave
#

i was expecting that tbh

#

i'm probably going to expose some kind of API/Event endpoint for apps that want to interact with scans

azure cave
#

way to slow down the sytem by consantly reading from the TextElement

half nexus
#

We either need a rewrite of that mod or a new cursed scraps mod SCaraara

hallow hound
azure cave
#

πŸ€” .

half nexus
hallow hound
half nexus
half nexus
#

I just realized what happens, if you try to scan exploded easter eggs πŸ˜…

strange igloo
#

LOL

leaden furnace
#

πŸ˜…

barren radish
#

i tried my best to replicate this, the most consistent way i found is to scan scrap on the edge of the screen and shake the camera at the same time

sharp wing
#

the scan nodes are permanently visible until I rescan with this error

half nexus
#

And I have no idea how that's supposed to happen

half nexus
frank minnow
#

in the latest version disabling always rescan will cause the total to continuously accumulate when scanning the same things over and over

#

scanning a collection of mugs worth $559:
$559
$1118
$1677...
etc

half nexus
sharp wing
broken flax
#

are you okay? <:)

half nexus
frank minnow
#

blast doors still show codes when you scan inside them even with the setting disabled

barren radish
#

idk if this is something with ScanRecolor or GoodItemScan, but both these errors are thrown after you rehost a lobby and scan

#

[21:11:55.5761029] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Renderer.get_material () (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
ScanRecolor.HUDManagerPatch.SetScanColorAlpha (System.Single alpha) (at <cb025981c0b945f9bbdb6dd2a7ca6040>:IL_0009)
ScanRecolor.HUDManagerPatch.HUDManagerUpdatePostfix () (at <cb025981c0b945f9bbdb6dd2a7ca6040>:IL_0036)
HUDManager.Update () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_06AA)

[21:11:55.5761029] [Info :GoodItemScan] Scanning node '1'!
[21:11:55.5771029] [Error : Unity Log] NullReferenceException
Stack trace:
GoodItemScan.Scanner.ActivateScanElement (HUDManager hudManager, GoodItemScan.ScannedNode scannedNode) (at ./Scanner.cs:490)
GoodItemScan.Scanner+<AddScanNodeToUI>d__24.MoveNext () (at ./Scanner.cs:304)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

half nexus
#

1.10.0

+ Added option to update the scan node text after scanning a node

barren radish
#

It's very inconsistent, it happened to me some times when scanning enemies, places or scraps

#

This made it impossible to scan for the rest of the day

#

It starts working again when going back to orbit

half nexus
#

Wtf?

#

Please send me your config file

barren radish
copper harbor
#

is there a way to make the scanner range higher ?

#

i really like the mod soo far, but i really wanted to know if there is a way to scan things from futher away

half nexus
copper harbor
# half nexus Without using LGU, GoodItemScan respects the max/min distance values attached to...

πŸ€” I tested out whit LGU though and it didn't seam to work, not only that but it also broke the scanner as well using level 3 upgrade which completely disable the scanner, using level 1 upgrade to make the scanner range be 120 units just didn't seam to do anything at all, i tested it again without the upgrades and with the 3 levels different levels of the upgrade and the mod really did function the exact same way with and without the upgrade on level 1 and 2, only level 3 seam to broke the scanner completely

half nexus
half nexus
barren radish
half nexus
#

But if you're using Linux, it will be hard to use Gale, so you can use r2modman.
I'm on Linux and using Gale is just fine SCaraara

half nexus
barren radish
#

I tried many times using Gale but wasn't able = (

#

Atleast r2modman had a update that stopped the white screen crashes yoiled

copper harbor
# half nexus Yes, LGU's BetterScanner doesn't seem to work properly. Level 1-2 don't do anyt...

Yeah, i downloaded the update you launched and it's working fine whit Level 3 now, although level 1 and 2 still doesn't do anything but that is alright.
I appreciate the help, i really like your Scan Mod because out of all the other ones i tested, yours was the best one on my experience, i just wish i was able to scan a little bit further away because i do think the vanilla scan radius is very small and most of the times it only shows the scrap when it is literally on your face, that is why i like the LGU Upgrades on that, even though it's also a little bit janky.
If i may suggest, maybe you can add a configurable radius on your own mod for that or even a fixed one just a little bit larger than the one currently, i don't know how to code so i don't have any idea on how hard that is to implement.
That is just my personal opinion though, aside from that your mod is fantastic πŸ‘Œ

half nexus
half nexus
frank minnow
#

if you are updating the mod would you be able to also fix scan nodes showing for ScanNodeProperties that aren't enabled

#

you can still scan data logs that have been picked up

frank minnow
#

and i believe that is why

half nexus
#

Hmmm, inactive objects shouldn't even be in there SCaraara

#

Oh, wait... The component can be disabled too

frank minnow
#

that wouldnt exclude gameobjects that are active but have scannodeproperties that aren't enabled, im pretty sure

#

although i was a little mistaken

half nexus
frank minnow
#

in the case of the story log pickups, when you collect them, all attached renderers and colliders get disabled

#

so the scannodeproperties would still be active but the attached collider is turned off

#

vanilla doesn't register scan nodes with disabled colliders but it seems this mod does

#

that's probably also what allowed dead enemies and opened secure doors to be scanned (but those have been fixed, by now)

half nexus
#

Btw... Since you're here, do you mind if I dm you?

I'd like you to give your opinion about some code

frank minnow
#

sure, my dms should be opened

half nexus
#

Nope, they're closed xd

frank minnow
#

oh i opened them for zeekerss' discord but not here

#

apparently

#

now they should be opened

#

try again, sorry

barren radish
#

There's something weird with the scan that i've noticed some time but never really went deep to check

#

It's about the the edges of the screen again agony

#

Both of these prints are the vanilla scan on assurance, i took only outside but i could have used the scraps to do this too

#

It's like the limit of the scan range, if i step back i won't be able to scan the main entrance

#

and in the edge, i can't scan the main entrance

#

althrough if i step ahead, i could

#

but

#

This one is with GoodItemScan (ignore the fact that it can scan further)

#

Both take in the same position but in different angles

#

the scan doesn't reach the main entrance when looking directly at it, but if i try on the edge it reaches

#

I think it's something like this? idk it could be me overthinking

hot wolf
#

I love visualizations like these

half nexus
half nexus
half nexus
#

@barren radish, I just posted an update.

Generally, this shouldn't really be a big problem, but you can configure it now to use a proper distance calculation.

(I wonder how you'd draw the the range now)

barren radish
#

i'm gonna give it a try πŸ‘

barren radish
#

Working perfectly πŸ‘Œ

#

Even better than vanilla, since even at the scan range limit the node doesn't leave the screen on the edges

#

congrats πŸ”₯

#

but

#

I noticed that ScannableFireExit + ScanShipEverywhere allows you to scan the fire exits while inside the ship

#

i forgot to test with the dropship

half nexus
barren radish
#

I was using vanilla scan, you could make a exception that if the player is in the ship, it won't be able to scan fire exit or drop ship nodes

#

like the main entrace and ship node

half nexus
#

I'll have a look

junior hinge
#

Can you make total value number same speed as vanilla through config?

half nexus
junior hinge
#

Thanks!

#

How did I not see that? Even say in the tooltip.

broken flax
#

@half nexus I couldn't find a thread for scannable fire exit, why is your mod cursed with my scenes? πŸ™ƒ

#

all my fire exits display as "emergency exit #1"

half nexus
#

Some modded moons seem to not care about the entrance id causing this

broken flax
#

oh

#

some modded moon devs are stupid

#

(me)

#

i didnt know entrance ids were a thing πŸ˜„

half nexus
#

Now you do πŸ™‚

broken flax
#

pushing a hotfix right now haha

#

thank you

half nexus
#

You're welcome

#

And yeah... I think I never created a thread for scannable fire exits πŸ˜…

broken flax
#

@half nexus me again :P

#

just wanted to ask

#

does this mod force the apparatus value to always be shown?

frank minnow
#

i have noticed that happening

#

and i kinda figured it was this mod

#

but idk

broken flax
#

i saw it show as "???" before pulling it once

#

but most of the time it just says $80 before you pull it

#

which is kinda annoying, because any mods that add weather multipliers (weather registry for example) show the incorrect value before you pull the apparatus

frank minnow
#

it would be funny if it's butteryfixes even though i added a setting to turn it off

#

because i have had that setting turned off and i have been wondering what mod has been causing it

half nexus
solemn siren
#

πŸ˜…

solemn siren
#

for now

broken flax
frank minnow
#

it's additional networking

frank minnow
willow bison
barren radish
#

You also can scan a blown landmine too

#

It happened on a recent gameplay

half nexus
barren radish
#

hm

#

could get fixed?

half nexus
#

I could fix the landmine by either increasing the caching, or patching the explode method, I guess πŸ€”

half nexus
barren radish
#

Noice πŸ‘Œ

frank minnow
#

but it doesnt work with gooditemscan because it still picks up disabled scannodeproperties

#

at least iirc

half nexus
#

It picks up disabled BoxColliders, but shouldn't pick up disabled ScanNodeProperties πŸ€”

Well... With the latest update, I just added an option to fix the landmines SCaraara

frank minnow
#

well they probably wont conflict

#

so that is fine

#

i might have disabled the collider instead of the properties

#

i forget what i did exactly

frank minnow
#

it disabled the collider

#

anyways

#

glad those two things have been fixed now

#

pretty much my only pet peeve using this mod :p

silk lagoon
#

Joined the game, have this spamming console after scanning once, am unable to scan again

Stack trace:
UnityEngine.RectTransform.set_anchoredPosition (UnityEngine.Vector2 value) (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
GoodItemScan.Scanner.UpdateScanNodePosition (GoodItemScan.ScannedNode scannedNode) (at ./Scanner.cs:535)
GoodItemScan.Scanner.UpdateScanNodes () (at ./Scanner.cs:421)
GoodItemScan.Patches.HUDManagerPatch.UpdateScanNodes (System.Action`2[T1,T2] orig, HUDManager self, GameNetcodeStuff.PlayerControllerB playerScript) (at ./Patches/HUDManagerPatch.cs:56)
DMD<>?1118090896.Hook<HUDManager::UpdateScanNodes>?-826268424 (HUDManager , GameNetcodeStuff.PlayerControllerB ) (at <3ec44ba2b2054bc295894a58634a7ede>:IL_0015)
HUDManager.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_035B)```
#
Stack trace:
GoodItemScan.Scanner.ActivateScanElement (HUDManager hudManager, GoodItemScan.ScannedNode scannedNode) (at ./Scanner.cs:496)
GoodItemScan.Scanner+<AddScanNodeToUI>d__26.MoveNext () (at ./Scanner.cs:312)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
#

Seems like ScanRecolor broke first so might not be an issue with this

half nexus
#

If ScanRecolor breaks, it might take GoodItemScan with it.
I'll have a closer look though. Thanks for the report

strange igloo
wind iris
#

This is a cool mod, I wish I found it sooner and did not just settle for GI. I have a small request though, I have the LethalBeacons mod that adds a beacon item, which when scanned shows your distance to it using the secondary tooltip. It works fine on its own but with this mod it just says β€œValue: 0” with this mod, could this be addressed?

wind iris
#

Thanks!

half nexus
wind iris
#

Darn, thanks for the consideration though

frank minnow
#

just making a note here that i was able to scan a dead bunker spider earlier today

#

forgot to mention it until just now and i have no logs since i've been relaunching all day

#

but i was the host and i was also the one that killed it

#

for what it is worth

humble steeple
#

I have "Always Rescan" false and it seems to be breaking slightly
I had send debug messages turned on if you want logs

humble steeple
#

5304: [Debug :LobbyControl] Attempted Grab for zanderest, slot 0, max 4 this is when I grabbed the beehive - After I dropped it and ran away things started to break already and I could see the scan node getting mirrored from behind me(?)

#

then the main entrance node wouldn't go away after that

#

Everything fixes itself once you go back into orbit

#

Tomorrow or something I'll try and mess with the config some and enable the line of sight option

#

and maybe disable the cashe

peak badge
#

the end is nigh

fallow field
#

thy end is now

half nexus
half nexus
# humble steeple

I can't see anything obvious right now...

Just set always rescan to true for now and I'll have a look when I'm back greed

humble steeple
#

oke

obsidian barn
#

If I'm on a Steam Deck where I have 14.6GiB of free RAM, should I enable or disable the dictionary setting?

obsidian barn
#

Oh, I also found a typo. Header says BoxColliders but info says BoxColliers

half nexus
obsidian barn
#

okie dokie

half nexus
#

From what I've seen, the mod works just fine in the latest version πŸ™‚

frank minnow
#

a pretty major one, but a very easy fix

#

zeekerss added this.PingHUDElement(this.Compass, 1f, 0.8f, 0.12f); to PingScan_performed

#

so that you can scan to make the compass more visible

#

since you prefix cancel that function and didnt add that line, the compass is locked at default opacity when using GIS

#

if you get the time, i'd be very grateful for a fix 😁

strange igloo
half nexus
#

Okay, will have a look

half nexus
humble steeple
#

Could this perhaps be looked into? (if you're backβ„’)

half nexus
#

Yeah

barren radish
#

Just letting you know there's a new incompatibility with a new feature from ScienceBird Tweaks that highlights scrap and tools. It doesn't throw any error but the feature don't work... Could you take a look?

half nexus
fallow field
strange igloo
#

Oh that's what causes the DontDestroyOnLoad messages

half nexus
frank minnow
#

i could be wrong

#

and/or this could be a problem with vanilla too

#

but it seems like if you scan items right before the company monster eats them

#

they get stuck on screen forever

half nexus
#

Oh come on ;-;

#

This bug haunts my nightmares.
Even they're scared of it ;-;

rain talon
# half nexus Oh come on ;-;

Hey Test.
Sorry to ping you here, is there a way to add a small compatibility with the "Pinger" item from LethalThings?
Without your mod, the ping (wich is a scan node) remains active even if you go through walls and look away.
With your mod, the ping goes away if you re-scan, and even no longer appears if you try to scan it through a wall.

half nexus
half nexus
frank minnow
half nexus
#

@wild talon or anyone else that's good in finding bugs, could you please test this version?

I'm currently trying to squash that annoying "Node frozen on screen" bug SCaraara

I personally can never seem to reproduce it...

#

-# @frank minnow aswell, please

hardy vessel
wild talon
#

hiiiiiiiiii

#

test!!

#

do you still need help testing this?

#

idk if i ever found that bug either

#

maybe what DHU says, like scanning main and it stays and moves kinda weird

#

but idk

half nexus
strange igloo
fallen apex
half nexus
#

Good Item Scan seems to be working on v80 :3

strange igloo
half nexus
next field
#

Shit ain’t even off the branch yet 😭

peak badge
#

modders arent allowed to update anymore πŸ₯€

strange igloo
half nexus
next field
#

I just think it’s funny how it just hit the branch like 2 hours before lol

#

I’m not saying don’t update the mod

half nexus
#

Btw, I am currently improving GoodItemScan. This should finally iron out some of the weirder bugs it has and improve performance slightly

#

@floral pier you were hooking into GoodItemScan with LethalHUD, right?
You'll have to update SCaraara

floral pier
#

GDI

#

I'm not sueing you cuz ||Goopy Goblin is back|| and im happy about it, but you are on thin ice boi

half nexus
floral pier
#

Just lemme know what you changed

half nexus
peak badge
floral pier
half nexus
half nexus
#

I may have added this aswell SCaraara

#

Will this conflict with anything you do, @floral pier?

peak badge
#

it conflicts emotionally

half nexus
floral pier
#

hold, toggle, default

half nexus
#

Oh well

#

It's disabled by default anyway

floral pier
#

test it ig greed

onyx musk
#

This mod's broken on v80

#

Will it be updated once v80 releases?

languid sorrel
onyx musk
#

Scan nodes are glued to your screen once scanned

#

They do not follow the environment

languid sorrel
#

maybe a weird conflit?

onyx musk
#

Ignore the satanic gameplay in the top left

languid sorrel
#

I tried it again

#

I see it now

#

yeah test thisll need a patch

languid sorrel
#

it only happens

#

when mirrored

#

on normal rotation its fine

#

so once april fool is over

#

it wont be on by default

#

still a good fix to look into

onyx musk
#

Ohh, okay

#

Well, even then, the mirroring is really broken in vanilla

#

so

#

lol

onyx musk
languid sorrel
#

when I turned it off

onyx musk
#

Ass

languid sorrel
#

tho best test looks into it

#

regardless

onyx musk
half nexus
#

Ah sorry

onyx musk
#

It's okay

half nexus
#

Weird... It's failing to patch plink

#

Will have a closer look later

frank minnow
#

first because he added resolutions

#

and then again because he added the screen flip settings

wild talon
#

whats this peak mod state as of v80?

floral pier
#

It was very cheesy

wild talon
#

NOOO

#

GIVE IT BACK

#

EAT ME INSTEAD

#

LEAVE THIS MOD ALONE

languid sorrel
#

from my testing

#

only bug was in mirrored mode

#

which who cared

half nexus
half nexus
#

Guys, GoodItemScan v2.0.0 will be HUGE.
I just had a small PoC and it made the scanner smoother than literal butter.

666 Scan Nodes on screen at once - Without loosing a single frame πŸ™‚

wild talon
#

Lets gooooo

#

We waitinggg

half nexus
#

Btw, you will DEFINITELY need to update LethalHUD, @floral pier!

I made some very drastic changes. Even more extreme than the build I sent you previously SCaraara

floral pier
peak badge
half nexus
peak badge
#

yeah i had to look that up

#

does this break the coderebirth compat i had before?

half nexus
#

Uuuh

#

Do you hook into GoodItemScan?

peak badge
#

of course

half nexus
#

What do you mean "of course" SOBMELT

#

But most likely, yes

floral pier
peak badge
#

actually it wouldnt be coderebirth you're breaking, it'd be dawnlib lool

half nexus
#

πŸ’€

wild talon
#

Oof

half nexus
#

It does feel kinda good to have the power to break DawnLib, ngl stare

peak badge
#

this was basically the usecase

#

hey it'd only be broken with your mod installed :p

half nexus
#

Enough power for me beevil

wild talon
#

Starter pack perceive

half nexus
#

@floral pier @peak badge
Pushed the update plink

floral pier
barren radish
#

bruh
[Error : BepInEx] Could not load [GoodItemScan 2.0.0] because it has missing dependencies: TestAccount666.TestAccountCore (v1.18.0 or newer)

silk summit
#

scannodes look extremely laggy on 2.0

#

their position on screen updates super late making the game feel like it's running sub 30 fps

wild talon
#

its joever

barren radish
#

Changing this config doesn't help?

barren radish
#

forget it, it's useless... 1000QuotaStare

wild talon
#

its so joever

tacit shuttle
barren radish
#

I lowered it to 0.1 and its still laggy

frank minnow
#

gooditemscan won't load unless you install testaccountcore

frank minnow
frank minnow
tacit shuttle
barren radish
tacit shuttle
#

LethalHud is incompatible with this new version

strange igloo
tacit shuttle
strange igloo
#

Fair but I thought TestAccount would send the warning in here lol

rain talon
rain talon
frank minnow
#

even with the setting at 0 i get basically the same result as leafar

austere portal
#

@half nexus fix when

wild talon
#

LET THE POOR MAN SLEEP

austere portal
half nexus
#

I'll have a look at the choppy.

Most likely, it's happening because I moved the position update to the other checks SCaraara

flint plinth
#

i was wondering why the scan nodes got so choppy after the update

flint plinth
#

is anyone still getting laggy scan nodes even with this mod and lethal hud updated

strange igloo
#

It’s a Good Item Scan issue. He did fix it tbh it was way worse before the 2.0.2 update but I don’t think he’s found a way to fix it completely yet

onyx musk
#

i have to disable gooditemscan for a bit until they fix that

#

it's making me nauseous

#

the laggy scan node compared to the 60 fps game fucks with me

frank minnow
#

i do still notice it in 2.0.2 but it's wayyyyyy better yeah

silk summit
#

it still happens but it is a lot better than how it was before

half nexus
#

I'll have another look later today... (<t:1776165000:t>)

frank minnow
#

honestly it's subtle enough to not really bother me anymore

half nexus
onyx musk
#

It's still noticeable for me, too

frank minnow
#

well i didn't say "not noticeable" πŸ˜…

half nexus
half nexus
half nexus
#

Pushed the update, please give me feedback :3

onyx musk
#

Still very wobbly, unfortunately

#

It also still overrides LethalHUD's custom sprites for scan nodes

wild talon
#

Is there no way to make it fully follow the camera like how it was before?

#

Oh wait the second one looks kinda like that

peak badge
half nexus
#

No clue why

peak badge
#

maybe you're not letting it move position while the player camera is moving

#

that's what it feels like to me

half nexus
wild talon
#

Precentnr2ywtgg

half nexus
wild talon
#

Mhm yeah edit your message

frank minnow
#

are you setting the nodes' position in Update(), or in LateUpdate() on a script that is executing before PlayerControllerB.LateUpdate()?

#

because what's probably happening then is that it's following the position of where the camera is

#

then the camera itself gets moved

#

and it falls behind 1 frame

rain talon
#

Give the camera movement a slight delay so that it syncs with the scan :]

#

(ofc this is a joke)

half nexus
#

So, this should be after any camera movement

frank minnow
#

do coroutines not exist in "update space" though?

#

like

#

"end of frame for a coroutine" is still probably "before LateUpdate() fires on monobehaviours"

#

maybe im wrong

peak badge
#

i think waitforendofframe would run after lateupdate but no idea tbh

peak badge
#

so it's after the camera renders its thing? isn't that what you want to avoid?

#

coroutines are also not the best since they collect garbage and arent necessary, are you unable to patch lateupdate?

half nexus
#

Jitter is also happening, if I only use yield null

peak badge
#

ye cuz that's still before lateupdate afaik

half nexus
#

Yeah

#

There doesn't seem to be a yield statement between rendering and LateUpdate :/

frank minnow
#

This page has a graph that shows the timing for each frame. As the graph shows, WaitForEndOfFrame executes after all rendering has finished. If you were to use that call in a Unity coroutine to move a button across the screen then the button would always be drawn in the position you had set it to on the previous frame. In most cases the frame rate is high enough that you wouldn’t notice the difference visually, but this practice can cause subtle visual glitches that are difficult to explain or debug.
MEC FAQ

#

i had to find an internet archive version of the trinary software site since for some reason all teh text is just totally broken now???

#

but i knew i had read about this somewhere before

#

πŸ˜…

#

so

  1. im wrong (it would happen wayyyyy after LateUpdate())
  2. this is still an issue because it happens after the camera is rendered, so there'd still be 1 frame delay
half nexus
#

Yeah, that yield is after LateUpdate.

After everything has been rendered, so it would definitely lag behind a single frame.

But I'm unsure if that'd be really noticable.

I'll try converting my Coroutine logic into LateUpdate stuff

frank minnow
#

But I'm unsure if that'd be really noticable.
that's what's happening right now, and people are noticing, right?

#

like i was saying, it's "subtle enough" im ok with this if there's no simple way to just toggle off this change, but it's definitely noticeable

half nexus
#

Again, I'll have a look at moving the position update

half nexus
#

@strange igloo, since it sometimes feels like you can notice a .1Hz difference, please also have a look ShrimpPlink

#

Eh, you know what? @peak badge get pinged aswell greed

#

-# (I probably just want attention at this point or smth)

austere portal
#

can you ping me too i feel left out

peak badge
#

then ill give you attention

half nexus
#

Oops, wrong characters

austere portal
#

lmao

floral pier
#

WTH

half nexus
#

What? bear_cute

#

Did something happen? frog_cute

half nexus
#

Completely normal and sane variable name 😌

#

Also, get ready for complete and utter destruction of LethalHUD, @floral pier beevil

#

Oh... Uuuh, also prepare @peak badge

#

Actually

#

No, don't prepare. You might be fine

peak badge
#

im not updating dawnlib rn if you changed stuff again πŸ’€

#

im busy with stuff lol

half nexus
#

If it breaks stuff, I'll fix it myself, I guess xd

#

Sorry for the amount of breakage recently πŸ˜…

#

But there's some stuff I wanna get out of my system SCaraara

wild talon
#

cook cook cook!!

half nexus
#

Hmmm...

#

Who needs readability anyway, right?

#

Good luck figuring out the value greed

half nexus
peak badge
#

yall better not be breaking dawnlib

half nexus
tacit shuttle
#

Good Lethal HUD

humble steeple
#

Works perfectly on desktop

half nexus
wild talon
#

Hi im breaking dawnlib

humble steeple
#

there's an alternative to mkv now in obs called Hybrid mp4

#

has almost(?) all of features that mkv has (most notably: multiple audio tracks, chapters/markers, and the video doesn't break if your pc dies somehow), but in the mp4 container

half nexus
half nexus
#

Seems less robust than mkv, but I'll give it a shot

humble steeple
#

yea it's a little less robust, but it is nice not having to remux mkv files into mp4 files when needed
at least if you plan on just taking clips and whatnot

half nexus
#

Get coded out of bussines, @floral pier beevil

#

Though, I still have to fix some very weird issues...

rain talon
#

ok, I gotta disable LethalHUD

rain talon
#

ok, tested in a new profile with only this mod and their dependencies.

#

the scanner is tos scanning lol

half nexus
rain talon
#

Oof

half nexus
wild talon
#

HI

rain talon
half nexus
#

-# Start testing beevil

wild talon
half nexus
#

@wild talon go lock in greed

rain talon
#

in a bit

rain talon
#

let me make sure if it's not a me issue

#

yup, this is on your latest sent version

half nexus
rain talon
#

ok