#Lethal Elements

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small cypress
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they still can run on a cpu, just that their performance would be the same as particle systems (or worse)

summer mist
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ic

fallow ginkgo
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does the snow slow ya down?

autumn isle
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@small cypress how does Rend, Dine and Titan get solar flare'd if you cant see the sun ๐Ÿค”

small cypress
fallow ginkgo
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w the whole snow growing thing wouldn't it just be flooded but with snow?

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I don't hate the idea at all, I'm just putting in my two cents

small cypress
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oh yeah you are right, the difference would be that you can clear a path and you wouldn't be slowed down there, maybe there should be something else...

fallow ginkgo
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yeeh I was thinking it'd be cool if the snow were removed when you go thru it or by shoveling it

fallow ginkgo
small cypress
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I wanted to make snowy weather rather calm/serene and the blizzard one with strong gusts of wind and freezing. Maybe I could add freezing to snowy too just make it less drastic

fallow ginkgo
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opens up more paths as opposed to closing some off like flooded

small cypress
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I need to remember to add shoveling too ๐Ÿ˜‚

blissful charm
autumn isle
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basdically

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also why is solar flare like the weather on rend 9/10?

small cypress
autumn isle
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hopefully I'm not bothering you or anything

sick ridge
small cypress
# autumn isle basdically

well irl a solar flare is actually stronger at the magnetic poles in antarctica/arctic there's nothing preventing it logic wise to be on rend or dine as it's more of a geomagnetic event rather then strictly solar

autumn isle
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fair enough

small cypress
sick ridge
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All good ^^ I was hoping they would update soon lunxara_love_with_tail I wanna see the new stuff on them

small cypress
summer mist
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You make better mods than me, never make mods ever again

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๐Ÿ”ฅ

small cypress
small cypress
summer mist
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You're welcome

small cypress
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it was never fixed greed
i just couldn't reproduce it locally and then started work on this mod and forgor ๐Ÿ’€

sick ridge
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lol

smoky acorn
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will there be a chance to have like deepsnow little location where you can suffocate ? ๐Ÿ‘€

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like in minecraft with high amount of snows

small cypress
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i mean quicksand is still under the snow on moons where it's present constantly greed

smoky acorn
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so you will implement the quicksand mechanic into snowier zones but just change so it will not sound muddy ?

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this idea itself is so funny

small cypress
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ah no, it's just quicksand that just gets buried under the snow, i haven't thought about adding sinking or anything like it

sudden wagon
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I can imagine the horror with your snow and s1ckboys snowy seichi and his "quicksnow"

small cypress
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this is a cool idea, but it's gonna be complicated to implement if that snow will be removable

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due to how triggers work

smoky acorn
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quicksnow sounds so fun, just hearing my friends getting snowed is so hilarious

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my bestie asked me if there would be a freeze mechanic but it would be heathwave copy since they both work the same about stamina and stuffs

small cypress
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there would be one

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but it's gonna do damage over time

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a very small amount tho

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and only in the blizzard during specific "events"

smoky acorn
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hmmmm the time when the weather starts to freeze is going to be afternoon ?

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i had plenty of little ideas for blizzard but they sounds cheap stuffs to add

smoky acorn
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noice

small cypress
smoky acorn
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i'll do it a bit later, i'll let you finish at your rythm i don't want to interfere with the release date because of a potential good idea xD

modest temple
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i've always wanted this, and im currently working on a mod idea with something similar. This is actually stunning

summer mist
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Thanks, I called it stunning too

modest temple
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lol

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it is tho

small cypress
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let's hope the fps drop won't be as stunning lol

summer mist
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It def is I agree

somber hemlock
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@small cypress I added the APIs that I think you need for your solar flare feature here: https://github.com/Zaggy1024/LC_OpenBodyCams/compare/0ae37d74ff97c48494aeb731cc7629df2ff860fc...master

let me know if you think anything's missing or have any questions

GitHub

An open-source mod for Lethal Company to add a body/head camera that is displayed on the bottom right monitor in the ship, with the goal of appearing almost identical to the player's actual...

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I'm thinking the way you would want to use it is:

  • Hook into OnBodyCamInstantiated to know of all the body cams in the world (you can also get a snapshot at any time from BodyCamComponent.GetAllBodyCams(), so probably call that when you hook in to not miss any body cams)
  • Hook into all cameras' OnTargetChanged() functions
  • If, when that hook is called, the camera is remote, apply the effect, otherwise disable it
unreal sequoia
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yay, solar flare compatibility

small cypress
somber hemlock
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yeah, TwoRadarMaps's body cam for the terminal should get sent your way with that instantiation callback

small cypress
sick ridge
small cypress
# sick ridge <@398818840269553664> ๐Ÿค”

This is not me, I assume, because I don't access anything by any index there, i just multiply/divide some weather related numbers:

[HarmonyPatch(typeof(RadarBoosterItem), "EnableRadarBooster")]
        [HarmonyPrefix]
        static void SignalBoosterPrefix(RadarBoosterItem __instance, ref bool enable)
        {
            if (SolarFlareWeather.flareData != null)
            {
                if (enable)
                {
                    // Decrease the distortion intensity
                    SolarFlareWeather.flareData.RadioDistortionIntensity /= 3f;
                    SolarFlareWeather.flareData.ScreenDistortionIntensity /= 3f;
                    SolarFlareWeather.flareData.RadioFrequencyShift /= 4f;
                    SolarFlareWeather.flareData.RadioBreakthroughLength += 0.25f;
                }
                else if (__instance.radarEnabled)
                {
                    // Restore the original values
                    SolarFlareWeather.flareData.RadioDistortionIntensity *= 3f;
                    SolarFlareWeather.flareData.ScreenDistortionIntensity *= 3f;
                    SolarFlareWeather.flareData.RadioFrequencyShift *= 4f;
                    SolarFlareWeather.flareData.RadioBreakthroughLength -= 0.25f;
                }
            }
        }
sick ridge
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@summer mist

summer mist
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I doubt it

sick ridge
# summer mist I doubt it

Btw still getting Multi-Hits with ImmersiveScrap weapons and VoidLeak's crowbar. Legit at a loss as to what could potentially cause it, you're free to check my pack and see if something might be patching something that could cause it but considering it only happens in Multiplayer I'm thinking there's an oversight somewhere

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I will say Multi-Hits also happen on enemies too and in a weird way

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If I attack a dog Twice with any of those weapons

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It dies, but it says it took 2 damage both times

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Ik Ik I'm bringing it up in this thread, I've been dissociating pretty badly today and wanted to mention it to you before I forgot

summer mist
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I would have no idea

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Must just be a base game bug

sick ridge
supple schooner
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Hmm, the static from the walkie-talkie during Solar Flare can't be heard by the one using the walkie

small cypress
supple schooner
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it's more like uh... white noise

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kinda earrape ngl

small cypress
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ah, that's intended (not the ear rape part though)

supple schooner
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lol

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everybody hears the white noise, except the one that is talking through the walkie

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so they don't realize they're earraping lol

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(except for everybody screaming to stop lmao)

small cypress
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I tweaked it a lot, but I know from reports the noise is too overbearing, you're actually supposed to hear some voice intermittently, but guess it gets drowned with static. It also depends on the flare strength

supple schooner
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ah

small cypress
supple schooner
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oh nah

small cypress
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Or only when they have it on

supple schooner
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only people with walkie I think

small cypress
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Ah ok, it's just noise being too loud then. I'll try to add a config for this today or tomorrow

supple schooner
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thanks!

supple schooner
small cypress
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Aaah, yeah that will make it worse ๐Ÿคญ

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Since the static filter will be constantly generating noise D:

supple schooner
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Does that actually work with the static noise?

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ah

small cypress
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I mean I don't know how that mod works, but if it's doing the same things as the game when you're using the walkie, the noise filter will be applied too

supple schooner
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hmm okay

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oh also, is it possible to tweak the mechanics of the solar flare, so the monitor isn't always fuzzy?

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one of my friends is a very heavy terminal user and that weather makes him very sad lol

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it would be cool if the interference was intermittent, so the monitor isn't permanently scrambled

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(or is that already a thing and we got unlucky with the solar flare strength?)

small cypress
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I mean that's the whole point of the weather (limiting the remote tracking/talking gameplay mechanics). You can counteract the effect by placing radar boosters, additionally the strength of distortion depends on the flare strength.

supple schooner
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ahhh good to know

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we'll test that next session. I'll let them know about that mechanic yoiled

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oh also, would it be possible to add settings to configure how fast your stamina decreases in a heatwave?

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I tried messing with the "time until stroke" setting, but I'm not sure what that does (it seemed to build up at the same rate as before)

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the feedback I got from a lot of people is that they hated heatwave because some of the modded maps we play on have a really long run to the entrance, and heatwave makes it really tedious

(though most seem to like the visuals of heatwave, just not the stamina debuff. I feel like the reduced visibility is already a pretty big debuff on some maps that have fog/dusty horizons anyway)

supple schooner
supple schooner
small cypress
supple schooner
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hmm I had it on 4 minutes before heatstroke and the stamina felt like it was getting reduced really fast still

small cypress
supple schooner
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right, I had min = 240, max = 240

small cypress
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It's probably hard to see, also every time you land on the planet with the heatwave it should print the chosen value for that timer in the log.

supple schooner
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I'll keep an eye out for that, thanks!

small cypress
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Just in case, I would set max to be min+1, not sure how the random number picker works if they are exactly the same and kinda forgot about this case.

supple schooner
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that thought crossed my mind, will do

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I set min = 240, max = 241. It appears to work correctly yoiled

worthy wharf
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Just found this, very cool

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Would the water be turned into ice?

autumn isle
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who knows?

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it just might

wise mirage
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What happens if I turn the max heatwave chance to below 60? Will it mess up the Heatwave?

night widget
wise mirage
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I meant, the heat stroke option. There is a min and max but on the max it says to keep it above 60. What happens if it's below 60?

small cypress
small cypress
small cypress
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Small update: added configs for the static noise (and reduced defaults, no more bleeding ears, yay!), fixed some small non-critical bugs.

blissful charm
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For the volume of the static, am I reading it correctly where 0 is max volume and 1 is nothing?

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Ngl this is very confusing ๐Ÿ˜…

small cypress
# blissful charm Ngl this is very confusing ๐Ÿ˜…

yeah it's a bit weird cause the volume we can hear is not linear with respect to the signal amplitude, basically to divide the volume by 2, you need to reduce the amplitude by a factor of 10, to divide by 3 : 10^2, etc.

blissful charm
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Oh so the default is pretty low already then I guess

dreamy reef
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Why is heatwave disabled on so many moons by default?

sick ridge
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It only works on a certain selection of moons

dreamy reef
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That's unfortunate

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A lot of moons that it doesn't work with would have made sense to have heatwaves

sick ridge
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That's a Whitelist

dreamy reef
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Oh

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that's the only one that's a whitelist

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I didn't notice

sick ridge
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I did take it off of some moons though, like it made no sense on Cambrian

dreamy reef
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Also, shouldn't Fission be Fission-C or does it still work anyway?

sick ridge
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It still works but yeah it should likely be changed

night widget
fervent salmon
small cypress
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my idea was that on Cambrian a heatwave creates kind of a sauna environment, lol, but i can see why some people would want to disable it there

fallow ginkgo
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have you ran into any roadblocks with the snowy weather or have you just been focusing on other stuff?

fervent summit
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I'm really excited for snowy weather, also is snowy weather gonna be 2 different types because I've heard about "snowy" and "snow storm" which I would imagine would be a more extreme version of normal snowy weather? or are they the same thing with different names?

autumn isle
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Its probably just something to do with the terrain being changed

autumn isle
fallow ginkgo
autumn isle
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Maybe its something else i dunno

fallow ginkgo
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ye I'm mainly just curious

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I don't mind waiting

fervent summit
fallow ginkgo
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I think one was like, snow that slowed you down would pile up over time, but it'd get deleted when you walk thru it, sort of like you're digging out a path as you walk which would make traversal over an area you've already gone over faster

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and then the other one would be less visibility and all bodies of water would become frozen

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I think? that's what I remember at least

fallow ginkgo
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hope all is good with voxx though it's been a bi- oh wow there he is

small cypress
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I'm still working on this, but much slower cause I have some IRL stuff going on (all good, just less time). Unfortunately, I also found a bug in Unity and it's not fixed in the game's version, so there might be complications running this with Unity Terrain objects (I kinda found a workaround, but performance might not be stellar on low end devices). There's a better solution hypothetically, but this will require me making a separate shader for unity terrain that supports instancing and unfortunately there's ZERO documentation about how their terrain is rendered and the default unity terrain shader is a huge mess that's spread over multiple files and full of placeholders and TODOs ๐Ÿ’€. So for now I'm not going to do that due to time constraints.
I got snow thickness detection working at least, but not much progress otherwise ๐Ÿ˜ญ

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So in short: less time to work on this + a pretty huge unity bug that I cannot fix without massive time investment.
That bug is basically the same one that forced Zeekerss to use mesh terrain instead of unity's implementation, everything works fine on vanilla moons and some of the custom ones at least...

night widget
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what does the issue do with the snow? does it just break it on custom moons with instanced terrain?

small cypress
night widget
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ah

fallow ginkgo
polar nymph
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While playing with the Lethal Elements mod and observing its effects on the player's visor, I had an idea for a mod that could bring even more immersion. What do you think of a mod that adds a breathing mechanic to the character?

The idea would be to link the character's breathing to their performance. For example, when running, stamina would decrease, and as that happens, the characterโ€™s breathing would become more labored. This exhaustion would also be reflected on the visor, which would gradually fog up from the condensation of their breath as it intensifies, creating an interesting sense of claustrophobia for the game. By the way, โ€œClaustrophobiaโ€ could be a good name for the mod.

Additionally, the mod could include breathing sounds and customizable visual effects on the visor, allowing players to adjust the intensity to their liking. This would add an extra layer of tension and immersion, further enhancing the game experience.

night widget
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i feel like that's a bit out of the scope of this

lime acorn
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i just want more funky weathers yoiled

fallow ginkgo
polar nymph
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I'm familiar with the Oxygen mod, but it focuses more on adding the oxygen recharge mechanic rather than details like breathing sounds, visor changes, or other immersive elements I mentioned earlier. It was just an idea I had while playing the Lethal Elements mod, which, by the way, is fantastic.

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the game currently doesn't have sound effects for stamina, so I think this idea would be useful to fill that gap

small cypress
polar nymph
small cypress
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You mean for the auroras? I'd say 800 and above

small cypress
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sure, i'll put it there with the next release C:

small cypress
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hey everyone, i'm still slowly working on the mod greed most of the basic stuff like path tracking is done for the snowfall weather, you can check it out in the video. Currently the snow just slows you down significantly, but you can dig a trail that will stay for quite a while simply by walking. Now I'm starting to implement the blizzard effects.
I have also somewhat improved the aurora visuals and they will no longer clip into each other or into mountains harshly, additionally they will fade out much more smoothly when they get close to the view distance limit.

blazing kestrel
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We are truly braving the new frontier of LC modding

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The Diversities, Constellations, this thingamajig

unreal sequoia
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The Diversity, The Constellations, The Elements

acoustic fern
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Is there a way to turn off the weather for specific planets? Because I would like to remove the weather on Cosmocos Last Known Position and Asteroid-13

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Since they take place in space and not on a moon

small cypress
unreal sequoia
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Heatwave
Solar Flare

acoustic fern
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Thanks

fallow ginkgo
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do enemies also make paths for themselves? or how do they interact with the snow?

fallow ginkgo
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aurora is fucking mesmerizing, heatwave is so intense and the snow is sooo pretty

proven mason
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Are we seeing what is happening with the snow monty?!

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Its so peak i peepoSitPee

small cypress
fallow ginkgo
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just a suggestion, but it'd be funny if the cruiser was ever so slightly slower on snow (that sounds like a pain to implement so pay no mind BUT it'd be funny)

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cruiser = snow plow is great, love that

small cypress
fallow ginkgo
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no need to implement it, the fact the cruiser interacts w it at all is super cool

proven mason
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Does the snow builds up slowly after a while too?

fallow ginkgo
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seems like it

small cypress
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Just to bring down expectations a bit: there are a couple of limitations with how the snow is rendered, so on some moons with very bad mesh you will see triangles poking out in some places. Unfortunately I can't do anything about this rn cause Zeekerss destroyed the topology and normals of the mesh in these exact places so some of the functions I use go crazy... Maybe I could remesh the entire terrain to make the vertex denisty more uniform, but I'm afraid of the performance implications, if anybody knows about this, I'd be glad to have some input.

Also to make it work with terrain, instancing has to be turned off... As many of you know, it causes crashes on some moons, although during my very limited testing it seems to be ok when it's disabled after the dungeon is generated. So as i said a while ago in order to solve this either i need to create a special shader for unity terrain (which for now seems extremely hard since there is zero documentation or examples on the internet) or maybe turn the terrain to mesh at runtime and apply the snow over that copy :S

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this is what i'm talking about in the first part

proven mason
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Cant you look for navmesh instead of topologies?

fallow ginkgo
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I'd say that still looks pretty great,unless it causes performance issues i'm 100% fine w that

fallow ginkgo
small cypress
small cypress
proven mason
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Oof

fallow ginkgo
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I mean personally if the feature is good enough it's fine if it only works on a handfull of moons

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it is okay for a mechanic to not work universally โค๏ธ

proven mason
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I mean its fine to have smol patches where the snow isnt there ig it wont break immersion I feel like

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Weโ€™ll say someone parked their car there peepoGiggles

small cypress
small cypress
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I have some ideas how it could be circumvented but i want to release this in some capacity first, otherwise i will forever be trying to make these tiny improvements xD

night widget
proven mason
fallow ginkgo
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apparently you still get the heatwave effect during spectate (poltergeist)

small cypress
small cypress
fallow ginkgo
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it's a shame cuz it's such a game changer

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it breaks vile vending machine for clients

proven mason
fallow ginkgo
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does it? I don't get errors w it

proven mason
fallow ginkgo
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ahh makes sense

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I have pester either disabled or have it set to have a high prize cuz it's pretty op in some situations

smoky acorn
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will there be by any chance after blizzard, earthquakes ?

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by as event

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because the more i played Xiaolan weather mods, the more i realized that natural disaster should be event and not weather type :/

small cypress
hollow forge
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hello! I was wondering if in the future there would be the possibility of a config option to completely disable the heatwave screen distortion effect?

I play with a friend with very severe motion sickness and whenever a moon rolls over to heatwave we either have to leave, or she can't really leave the ship due to the effect making her sick. In the event she needs to go into the facility to get stuff (if we all die or something) then she has to close her eyes for a few seconds after entering so she can't see the screen fading back to normal.

understandable if not, but I figured it'd be worth asking.

small cypress
small cypress
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it's currently not possible to set such defaults within weather registry's api, afaik

remote viper
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Perhaps you could put a recommended weather to weather config in the readme for users to paste

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This is pretty big right now though, because by default your weathers will never be seen

cold dragon
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you can set the default config entry values for your weather

compact hollow
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Excited for the snow weather

compact hollow
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Is there any specific way to type heatwave or solar flare in the config when doing weather to weather weights ? Like do I use a space or no

small cypress
small cypress
compact hollow
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So I can type โ€œSolar Flare@20โ€ correct?

cold dragon
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I'm pretty sure it's going to work

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or even solarflare@20 ๐Ÿ˜…

compact hollow
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Ok cool thank you

vital lotus
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For the Solar Flare weather

small cypress
# vital lotus Any update on when this might be implemented? https://discord.com/channels/11686...

After the snowy stuff, unfortunately agony

I'm currently working on optimizing the shader and implementing baking, so most of the stuff will be calculated only once. It is taking a bit of time, because apparently most of the terrain meshes were a bit screwed up when Zeek simplified them in Blender, and it took a while to understand how to fix their topology so baking would actually be possible. Result on the pic, only 5% more vertices! I know it's mostly behind the scenes stuff, but I'm still doing something, albeit slowly D:

modest temple
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Oof. doesnt matter the speed of work; take your time

somber hemlock
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@small cypress I'm looking into making it so that the cams in OpenBodyCams can show/hide the weather effects before each camera renders so that for example if there is a camera outside and the local player is inside, they can still see the weather effect. (There's not exactly a current use case for this, but it kinda goes along with making the vanilla dust storm visible when viewing a player that's outside the ship.)

I'm thinking that the most reasonable solution (albeit not as reasonable as it could be) is to patch TimeOfDay so that instead of calling SetActive() on effectObject, it disables renderers, pauses audio sources, and disables behaviours, so that I can avoid restarting audio and particle system simulations. I would also have to clone all particle systems on the effectObject so that I can have a separate simulation for each camera to follow its target.

However, I noticed that the solar flare effects use a VisualEffect rather than a ParticleSystem, and that it also uses a component to activate/deactivate those. I'm assuming that would mean I would also have to patch your component to disable the VFX renderer instead of deactivating the entire object?

Feel free to suggest better ways to achieve the same result though, I'm not really happy with any of the ideas I came up with to solve this. I thought about storing two sets of particles and swapping them each frame, but that actually resulted in the rain particles looking wrong, and even sometimes stretching all the way from the sky to the ground thonk

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the hackiest way to do things would be to just make it so that if the local player isn't activating weather effects currently, the weather just moves to the first body cam that is currently active, but that would fall apart if there's multiple body cams or if the local player and target are both in the elements but far from each other

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Sorry for the wall of text btw lol this is the first perspective problem I've tried to solve in OpenBodyCams that hasn't had a fairly obvious solution

somber hemlock
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now I'm wondering if this is meant to be in assets rather than instantiated, whenever I activate either child of this the game crashes

small cypress
# somber hemlock <@398818840269553664> I'm looking into making it so that the cams in OpenBodyCam...

Soo, in my case it's pretty simple, there is a vfx manager for each weather and their OnEnable/ OnDisable only toogle effects on or off, nothing more. Also for these specific weathers, effects are visible globally (they do not follow the player) so you do not need to copy anything and can just call their OnEnable/Disable methods, the problem is that they are currently internal... You can set the entire effectObject to active as an alternative, it won't cause any bugs for these two.
The only important thing is to not touch the effectPermanentObject cause there are a lot of things tied to it being activated exactly once per moon.

For vanilla weather effects I assume there is no other way other than copying the particle effects for each camera for them to be visible... You can try enabling instancing in the renderer for the particle system if the material supports it, should help since they are all copies.

small cypress
small cypress
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for the snowy weather it's gonna be super tricky and i'm not sure if it would be worth it.
Snow is a VisualEffect that will follow the player (but not via MatchLocalPlayerPosition), it also uses a depth buffer from a separate camera to remove snow under roofs and for particles collision. If you copy the effect, you'll need to rebind the position to follow your camera in the vfx property binder (i am not sure how to do it at runtime, last time i checked docs regatding that sucked tbh)
for the blizzard weather it's kinda similar. i think you can omit the particle collision camera cus it will get very expensive otherwise (to make it visible at least)

night widget
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what will the blizzard weather actually do in terms of gameplay?

fallow ginkgo
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basically a much more dynamic flooded? with way cooler visuals

lime acorn
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and much more ambitious

compact hollow
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And also itโ€™s purdy

small cypress
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For blizzard it's all of the above + wind pushes you in a specific direction that changes throughout the day + you get frostbite if you stay in the open area where snow actually blows on you + once in a while there's a chill wave going through the entire map and you need to hide behind something to not take damage.

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So blizzard will be kinda hard in general

fallow ginkgo
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gahdamn blizzards kinda tough

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I like it a lot!

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also I was wondering, how long does it take for players to get heatstroke in the heatwave weather?

small cypress
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I have finished all of the graphical optimisations today, now to deal with terrain to mesh and then fix random bugs ๐Ÿ˜ฎโ€๐Ÿ’จ

fallow ginkgo
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I forgot if it did damage to players or if it just killed them outright pfft

somber hemlock
small cypress
somber hemlock
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not only that, but I also need to have clones of the effectObject running their own simulations when they need to be active

somber hemlock
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also, the effects could be children of the same effectObject so that they are turned on/off based on its active state, no? although I suppose it appears you have something that further predicates when those are actually active

fallow ginkgo
sick ridge
somber hemlock
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I'm also confused about when AuroraVFX and CoronaVFX activate, I haven't seen them be active once thonk

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oh and I guess even the non-prefab AuroraVFX crashes the game

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I guess for now I'll just focus on vanilla, maybe I'll have to make a weather effect whitelist or something

small cypress
small cypress
small cypress
#

@somber hemlock heatwave particles are grouped under one container object and are being enabled/ disabled in onenable/ondisable. Same for solar flare VFX. Aurora stays disabled until sun's intensity falls below configured threshold value, after that, the behaviour is the same as in other objects.

somber hemlock
#

unsure if that means that it's never being set up in the first place properly or what

#

as far as conflicts, I don't have a whole lot going on in this profile tbh

small cypress
somber hemlock
#

that's not the ones I was touching in my most recent attempt

#

let me look again though

#

I think mrov broke WeatherRegistry lol

#

that's supposed to be solar flare

small cypress
#

In the heatwavevfx thingie there's a heatwaveVFXcontainer field that references the object with tons of particles, in the flarevgxmamager there's auroraObject and flareObject fields that reference the instantiated copies

somber hemlock
#

right, I was enabling the auroraObject that had been instantiated in SampleSceneRelay

small cypress
#

At least that's how it was before

somber hemlock
#

it was a fresh launch

small cypress
#

oh...

small cypress
somber hemlock
#

yup

#

landed at assurance with solar flare and enabled it

#

I even waited until late in the day and it hadn't activated on its own before I did that

#

actually I downgraded and it's still doing the bugged weathers, I guess maybe the save is doing it

small cypress
#

You can set the sun's intensity to 0 or increase the threshold in the configs to a big number so it will activate instantly

somber hemlock
#

does the general save data store the first day weathers or something??

small cypress
#

Was there a corona around the sun?

small cypress
#

After the recent update

somber hemlock
#

so it broke because I disabled CodeRebirth and now it won't fix itself

#

(I think, trying on a fresh launch and fresh save now)

#

ok fresh launch and fresh save is fine it seems

somber hemlock
#

this is what I see initially

small cypress
#

So it seems to work

somber hemlock
#

yeah

#

I'll try changing the intensity and see if I crash

small cypress
#

If you need to, I can make some methods or fields public or maybe group objects somehow, just ask greed

somber hemlock
#

what makes the sun look that way vs the way it would look without solar flare btw?

#

because none of the effect objects are enabled afaict, maybe I'm missing something here

small cypress
small cypress
somber hemlock
#

ah, I see it

#

as long as that's not also affected by the effectObject then it's no biggie

small cypress
#

it's affected D:

somber hemlock
#

I tried raising the auroraSunThreshold to 100000 and it didn't do anything to the effects theinking

small cypress
#

but just disabling/enabling

somber hemlock
#

huh why?

#

is it visible in the interior otherwise?

#

(you're not thinking of the permanent object are you?)

small cypress
#

idk, i can leave it on, just for consistency i guess

somber hemlock
#

I think it should be fine to leave it on, I'm assuming the sun gets turned off by the vanilla game anyway

#

the circle that is

lime acorn
#

8๏ธโƒฃ

small cypress
somber hemlock
#

wat ??

small cypress
somber hemlock
#

how is the aurora visible while this is inactive?

#

oh it went away

small cypress
#

because these are not the objects

somber hemlock
#

nvm still hiding behind the building

small cypress
#

can you open the vfxmanager and check what the fields are referencing?

somber hemlock
#

oh yeah it is different

#

that is....somethin

#

it really feels like this should all be instantiated at game start as a child of TimeAndWeather

#

that's how vanilla does everything

small cypress
#

i cannot for some objects like the flare for example

somber hemlock
#

you mean that quad? that's fine

#

I mean for things that are hidden when inside

#

having two clones of the vfx object is just confusing lol

small cypress
#

again , idk why these show up in the explorer, both of them are loaded prefabs

somber hemlock
#

why not just instantiate your SolarFlareVFX object once and let Unity take care of cloning its children?

#

none of the things I have open rn are prefabs

#

SolarFlareVFX and its child AuroraVFX and CoronaVFX are all in the scene, along with your clones of those clones

small cypress
#

I literally just do new GameObject("CoronaVFX"), disable it and add a vfxmanager component

#

D:

somber hemlock
#

theinking well something is clearly instantiating the SolarFlareVFX

#

but as it should be really, that should be instantiated at game load and given to the TimeOfDay instance

#

you don't need to instantiate children of a prefab, when you instantiate the prefab Unity will do a deep clone and then fix up references so that your components point to the instantiated children

#

so the

    public static GameObject flarePrefab;

    public static GameObject auroraPrefab;

should be able to be deleted

small cypress
#

i do this as well: coronaVFXObject.transform.SetParent(effectObject.transform); seems like implicitly it makes it show up in the explorer without being insatntiated

somber hemlock
#

coronaVFXObject is SolarFlareVFX?

small cypress
#

yes

somber hemlock
#

yeah setting the parent will move it to the scene that its parent lives in

small cypress
#

oh oops, didn't know that

somber hemlock
#

all children of an object have to be in the same scene

#

but like I said, it would be good if these objects existed always instead of instantiating them while landing imo

#

that way they can just be children of the TimeOfDay object like all the vanilla weathers

#

and they just get activated automatically based on which weather is going on

#

if you set VisualEffect.enabled based on your luminosity condition that should work, instead of controlling the activation yourself

#

that way it's a combination of two factors that affect whether it's visible rather than you controlling both

#

hopefully that makes sense

small cypress
#

yeah, for some reason i assumed it was better to delete the unused stuff and just went along with it

somber hemlock
#

actually idk if it matters in the vanilla case

#

I'm thinking about the best way to control whether your effects are visible based on the sun's intensity

#

although wouldn't it make more sense for the effect to fade based on the intensity instead of just toggling?

small cypress
#

it is fading, but this is coded within the vfx graph

somber hemlock
#

but it's fading based on time instead of the sun's intensity value I assume

#

I figured there was a way to set an input parameter that would define the visibility of your VFX

small cypress
#

when you go inside the facility it disables it, destroying all of the particles instantly, when you come back particles fade in gradually back

#

no the visibility is based on particles lifetimes

somber hemlock
#

gotcha

#

what I'm looking to do would change it so that the effect itself doesn't stop, but the renderer does

small cypress
#

i think you can pause it

somber hemlock
#

which seems to make sense in all the cases I know of so far, including that

small cypress
#

at least in the editor you can

somber hemlock
#

yeah

#

should be possible

#

I may do that for performance

#

but I unfortunately do have to take control of how the effects are switched on/off

#

I'm thinking that if the particle systems/vfx are paused while in the interior it should work well enough

small cypress
#

it will still take up video memory tho );

somber hemlock
#

yeah I suppose that's true, but if memory needs to be repopulated then wouldn't that also cause a stutter?

small cypress
#

for the snowy weather there will be visible performance problems i assume, cause there are a lot of particles (thousands), and if those are copied multiple times...

somber hemlock
#

you mean falling snowflakes?

small cypress
small cypress
somber hemlock
somber hemlock
#

I'm gonna have this behind an experimental flag to begin with anyway

#

it's way too fiddly for me to default it to enabled

small cypress
#

there were a lot of bugs with the vfx graph, like even if only 1 particle out of 20k is alive it would still count as 20k. i think those were fixed, but idk how the memory is managed there specifically, especially when we take batching into account

somber hemlock
#

that would make sense to me though, as far as I know it just allocates a buffer for the max number of particles

#

at least for the default particle system, I don't know about VFX on the GPU

#

but it seems like that would make sense for both

small cypress
#

also when you make the visual asset you have to specifically specify the size of particle buffer amd this is fixed for this specific graph, so i assume some stuff is preallocated somewhere

somber hemlock
#

yeah

#

exactly

#

I don't think it's a big deal for that to be allocated in orbit, it's not like it's any different for the existing particle systems

but we don't really know that it even does that when the effect itself is disabled

#

but instantiating the objects outside of the normal way that vanilla weathers work makes my job near impossible

small cypress
small cypress
somber hemlock
#

yeah, that way I can actually find them

#

the ones that are just at the root of SampleSceneRelay are impossible for me to account for since there's no SerializedObject at runtime

#

except through reflection, but that would probablyb e even slower

small cypress
somber hemlock
#

hopefully that'll also reduce your memory usage if indeed deactivated effects still have their allocations, since you have 2x the effects in the scene lol

#

I'll see if I can get my idea working in vanilla to make sure that this is worth it on my end though

small cypress
#

I've already changed it by packaging each weather in its own prefab, and removed the static fields, but didn't know about the parenting stuff. Now i just need to parent it to timeandweather basically

somber hemlock
#

yeah, you can instantiate it onto TimeAndWeather directly actually I believe

#

it has a parent parameter iirc

#

I assume WeatherRegistry doesn't do that for you?

#

or do you register prefabs to it?

small cypress
#

hmm, actually i start to remeber a problem why is it in the root

somber hemlock
#

oh?

small cypress
#

false alarm, i thought after i pass an object to the weather constructor registry instantiates a copy, but i misremembered

somber hemlock
#

it's actually interesting to me that WeatherRegistry doesn't take in prefabs instead of instantiated objects

#

really seems like it should

#

ahhh, it really should because you can't instantiate your prefabs onto TimeAndWeather yourself at registering time

#

gah

#

I might have to yell at mrov for this one

#

you really should be registering a prefab from your assets directly to WeatherRegistry for it to instantiate at game load

#

but it seems like it's designed to instead take in an object instance that exists independently of the loaded scene, so it would even exist in the menu

small cypress
somber hemlock
#

right lol

#

that's exactly the footgun I mentioned, glad to know I'm not blowing smoke

#

mrov seems to be willing to change it which is good, hopefully that will allow us all to be happy

small cypress
#

phew, at least i know now why it is all over the place (partly), i remember having problems initially but i was just starting back then so just assumed it was due to my lack of knowledge

somber hemlock
#

yeahh

#

you're kinda the guinea pig it seems to me lol

small cypress
#

the original one is Xu for sure ๐Ÿคญ

somber hemlock
#

true true

somber hemlock
#

Looks like my weather handling in OpenBodyCams thankfully doesn't cause Lethal Elements (heatwave at least) to explode, thankfully

#

I'm thinking it might be good to have the heatwave VisualEffect directly controlled by the effectObject, if that is possible (once mrov makes the WeatherRegistry changes, obviously), since that would

  • Allow the heatwave effects to extend across the map regardless of size (by nature of following the player)
  • Allow OpenBodyCams to show the effects on the body cam when a viewer outside the weather effects is viewing someone inside them
#

but I do see this, I'm curious where the fog in the interior comes from and why it wouldn't be showing up on the body cam? I wasn't able to find any obvious objects associated with the heatwave weather that caused it to disappear when deactivated

cold dragon
somber hemlock
#

oh? not sure actually, I hadn't seen it before

#

I guess that's another thing I gotta check out so it can be accurate on the body cams if so lol

#

it matched the color scheme I saw when I was getting affected by the heat wave so I just assumed it was that

cold dragon
#

๐Ÿ˜…

wet seal
small cypress
small cypress
# somber hemlock I'm thinking it might be good to have the heatwave VisualEffect directly control...

Also i didn't quite catch the last two points. You want VFX to fill a certain volume aroundd the player and move with them? I tried it this way, but it looked pretty bad. Currently the heatwave particle emitters are placed only in the playable part of a level in a way that they won't appear under roofs, overhangs and such. This also allows players to observe the distortion effect from far away, which wouldn't be possible otherwise. Placed emitters would also need to somehow follow the surface of the ground if they are not stationary and I feel like it's not worth the amount of raycasting that would be required for this.
As for the second point, since the effect is global (particles are actually placed in the level) they should be visible on your cameras as well, given the effectObject is enabled.

small cypress
# wet seal not a bug but as of late planets with soler flare have had a pretty big fps fit ...

hmm, idk, you can try enabling debug logs in bepinex and sending me the log when you're on the planet that is lagging. But since no one else is complaining I feel like it's something else conflicting.

On my side the only possible sources of lag is the ship monitor (and only if you have a mod that for some reason constantly resizes the window) and the walkie talkie (only if you dozens of them activated at the same time)

#

Also a small update: I figured out how to turn terrain to mesh and copy all of the layer info to a normal material, so snow will work by turning the terrain into mesh first to avoid the instancing issues agony . Might also make moons a bit more optimized in the process and apply proper shading to the ground like Zeekerss intended.

fervent salmon
somber hemlock
somber hemlock
#

or do you mean you spawn emitters by raycasting to the floor when the VFX starts?

#

as far as seeing the heatwave effects from a distance, I'm not sure if it makes sense for them to appear to be localized, but I suppose that's up to you

#

what happens on really large maps like Pinnacle?

#

but if you want the effects to stay stationary but still disable and enable based on whether the player is in the interior, you could make a small behavior that sets its position in LateUpdate(), that way it would appear stationary whenever it is visible

#

that should be fully compatible with my weather hacks

small cypress
# somber hemlock or do you mean you spawn emitters by raycasting to the floor when the VFX starts...

Yes, that.
Well honestly I don't see a reason to make them move with the player (there still would be a problem with making particles emit from the ground, I don't want to fill a volume around the player, it looked pretty bad when I tried this initially), or fighting with the game by resetting the transform every frame.
If the idea is to save memory by having one emitter instead of multiple, the difference would be negligible because I setup this visual effect in a way that they all basically act like one and are rendered in batches. On big maps like Pinnacle the effect will be bounded by area where there are AI nodes, doors and other important level stuff.
I didn't even know that effectObject automatically follows the player in vanilla, is it done via match player position or somehow else?

If you're just activating/deactivating effectObject even in the current state it will work in this case. All cameras will see VFX

somber hemlock
#

it lerps to the local player's position every frame

#

I'm not activating/deactivating, because that restarts the particle emitters

#

if you want it to be a fixed position effect, and you don't want to override its position change, then you should just make this VFX part of the permanent object instead

#

that way it doesn't move iirc

#

it'll still be active while within the interior, but it also won't be cloned by OpenBodyCams, which is good as long as the visibility isn't controlled by whether the player is inside

#

I guess I didn't post a link to the code that I'm using for this functionality in OpenBodyCams here, I can do that if it would help clear up why I suggest these changes

#

I'd rather things work out of the box than have to patch Lethal Elements

#

Well honestly I don't see a reason to make them move with the player[...], or fighting with the game by resetting the transform every frame.

The main benefit for all of these possibilities is that your effect object's active state can be directly controlled by the vanilla code, and any mod can see that your VFX object is related to your weather without specific compat code.

There's upsides and downsides to each option:

Making the heatwave VFX be in effectObject and move with the player:
upsides:

  • Particles don't have to emit everywhere on the map that has a node, players can wander as far as they want and not stop seeing the heatwave effects (for example, I walked past the mesas on Experimentation and stopped seeing the effects)
  • It's not visible when inside the interior, so maybe performance improves slightly? Not sure the impact of those particles, this should be measured
  • Particles can emit from anywhere instead of predetermined locations, making things look a little less regular? I think I noticed that they spawned all in the same place a lot, but I may be wrong
    downsides:
  • You have to raycast for each particle spawned (not sure how often those spawn, but judging by what I saw this is probably not a huge deal unless it introduces code complexity)

Making the VFX be in effectObject but using LateUpdate() to fix it to the origin:
upsides:

  • Particle origins can be raycasted early, so if the raycasts cost a lot this would be a bit faster
  • It's still not visible in the interior. Same performance improvement if that is real
    downsides:
  • Requires a component to set the object back to its origin in LateUpdate(). That component can be incredibly simple though, imo

Making the VFX be in effectPermanentObject:
upsides:

  • Probably largely no changes needed, as this will be unaffected by OpenBodyCams
    downsides:
  • Performance suffers when in the interior? again, should be measured if this factors into the decision
#

it's also worth noting that raycasting upon spawning each particle but having a smaller number of particles might result in a better framerate, so this seems like a good situation to benchmark

mortal quiver
#

Bozoros lookin pretty with this

small cypress
fervent salmon
#

awesome

small cypress
#

@somber hemlock thank you for such a detailed response! So here's what I can do for each weather:

I will move all effectobjects and permanent objects under timeandweather (if registry isn't doing that already after the update, haven't checked yet)

Heatwave:

  1. Heathaze particles will stay global and will remain placed on the level like they are now (I know about issues with borders on experimentation, but for now it'll stay)
  2. I could make so if your mod is loaded, particles will stop being deactivated (either by moving them to permanent object or with a bool check). As an alternative option i can enable frustum culling for them so the rendering part will be handled by the engine (to negate the problem with them being rendered while in interior) if this setup works for you.

Solar Flare:

  1. Will fix the duplication issues
  2. I can stop disabling visual effects when your mod is loaded as above
  3. Flare vfx will remain glued to the sun as it is, so it could move in sync
  4. Aurora vfx is also placed on the level right now and it doesn't follow the player (because i wanted to make it possible to look at it from different angles like in irl). If I parent it to the effectObject so it will follow the player, how would it look like when you make copies? It is visible across the sky, so will it double the amount of auroras if there's a player + a body cam in the scene outside? Or you set them to a different render layer to avoid visible overlap?

Snow:

  1. Snow will follow the player, so it should work just like rain, buuut your cameras will not see any collision with any objects cause it's gonna be hella expensive if there's more than one. Visual effects do not have collision like particle systems, so it is simulated via an additional low-res camera that renders to a depthmap that is used for a z-test to kill "collided' particles.
#

so in short it seems like just adding compat check from my side (and moving some of the effects to permanent object) is the easiest way. And to minimize the problem with rendering while in the interior i can enable culling, if this doesn't brake anything for you

gentle willow
somber hemlock
#

I will move all effectobjects and permanent objects under timeandweather (if registry isn't doing that already after the update, haven't checked yet)
The important thing isn't really that they be under TimeAndWeather, though that's preferred since it keeps them all organized easy to find. What's more important is that the vanilla WeatherEffect.effectObject for your weather refers to the root object containing everything that gets turned on and off based on whether your weather is active on the moon. I'm not sure if you making that be the case is really safe, since you'd want to use your effect "prefabs" that are children of the main prefab that you move into the SampleSceneRelay hierarchy. I'd tend to say it would be better to wait for mrov to make his changes, which aren't live yet.

Heatwave:

  1. Heathaze particles will stay global and will remain placed on the level like they are now (I know about issues with borders on experimentation, but for now it'll stay)
    Sounds good, I'm fine either way with regard to that.
  1. I could make so if your mod is loaded, particles will stop being deactivated (either by moving them to permanent object or with a bool check). As an alternative option i can enable frustum culling for them so the rendering part will be handled by the engine (to negate the problem with them being rendered while in interior) if this setup works for you.
    I think it's preferable that you don't need to do any soft compat code based on whether OpenBodyCams is present. Either making them be activated/deactivated directly by the vanilla effectObject code, or making them live in the permanent object, would work for compatibility. I think with regard to performance, effectObject makes the most sense, and the resetting the position should only take like a 6-line class or something. Actually, having only one vfx and not cloning it might be better, hard to say. Either way works imo.

1/? gotta break this up since I only have Nitro classic ๐Ÿ˜…

#

Solar Flare:

  1. I can stop disabling visual effects when your mod is loaded as above
    Again, just to be clear, I'd say soft compat between our mods should be a last resort. I'd like this to be a general solution to make weathers behave in a manner consistent with vanilla wherever possible.
  1. Flare vfx will remain glued to the sun as it is, so it could move in sync
    As long as those are not controlled by the effectObject, and especially if it's parented to the sun (which I saw that it was), this should need no changes.
  1. Aurora vfx is also placed on the level right now and it doesn't follow the player (because i wanted to make it possible to look at it from different angles like in irl). If I parent it to the effectObject so it will follow the player, how would it look like when you make copies? It is visible across the sky, so will it double the amount of auroras if there's a player + a body cam in the scene outside? Or you set them to a different render layer to avoid visible overlap?
    The copies are only visible to the body cams they correspond to through the use of camera callbacks, so only one aurora will be visible on a camera at a time.
somber hemlock
#

Snow:

  1. Snow will follow the player, so it should work just like rain, buuut your cameras will not see any collision with any objects cause it's gonna be hella expensive if there's more than one. Visual effects do not have collision like particle systems, so it is simulated via an additional low-res camera that renders to a depthmap that is used for a z-test to kill "collided' particles.
    Ah, this sounds like the trickiest one. Is it not possible for this camera to be a child of the effectObject with the VFX on it, so that I can clone it along with the VFX?

And how do you trigger rendering of that camera? I can ensure that any camera that is attached to a snow effect that is not being actively rendered is disabled.

I'd rather have the snow particles work as expected on the body cam and just provide a blacklist if the performance ends up being too terrible.

#

tl;dr recommendation:

  1. Wait for @cold dragon's update changing it to spawn your prefabs onto effectObject and effectPermanentObject
  2. Place all effects that shouldn't follow the player within the effectPermanentObject, including all dependencies of that effect (enable frustum culling in cases where that should help perf)
  3. Place all effects that should follow the player within the effectObject, including all dependencies again
  4. Ensure that disabling and enabling all the components found under effectObject here every frame won't break anything in your mod if possible, and let me know if that's not possible for some of them so I can figure out how to skip those
vital lotus
cold dragon
#

that's the point

night widget
small cypress
somber hemlock
#

gotcha, we'll have to see then

#

I think it should, but who knows really

#

I think it should, since there's no reason Unity wouldn't allow you to have the VFX with its camera within a prefab

#

oops I repeated myself

somber hemlock
small cypress
#

as for the rendering, this specific part is indev, i just used camera.Render, but it seems to have a weird behaviour when interacting with that binding and randomly decides to stop updating info. so can't say how it will be in the final version

somber hemlock
#

ooh

#

if you're able to, it would probably be best to let it render in the normal camera loop

#

although, are you rendering it at a lower framerate than gameplay?

small cypress
#

i'm a big noob in this regard, if you could give some tips for that I'd appreciate!
I render a small area around a player in low res (128x128 or 256x256) with an orthographic camera. Currently it's set up to render like this for testing purposes, it's a bit hard to make it work in the scene view otherwise, or idk how ๐Ÿ˜…

small cypress
small cypress
# night widget https://tenor.com/view/hammer-wallop-gnome-big-mallet-gif-12542184416097000290

Here's the package for testing purposes. Report bugs if there are any, but please no feature requests. Access the tool under "Tools>Terrain2Mesh"

It has two ways of meshing:

  1. Uniform: if you don't provide a box collider it will apply a regular grid with a specified step size (1 = exactly the same as original, 2 = resolution will be halved, 3 = resolution/3, etc).
  2. Variable: If you provide a box collider that intersects with your terrain it will apply non-uniform meshing: within the box it will use min step size, outside the box the step will gradually increase towards the edges (only in multiples of two, so if max step is 32, it will have steps 1, 2, 4, 8, 16, 32).
  • Falloff factor regulates how fast the step size changes.
  • Use refine mesh option if you see very thin triangles appearing, this can happen if your terrain is rectangular or a very high falloff used with big maximum step, realistically this should be disabled in most cases.
  • Copy trees will save trees from your terrain as separate objects

Grass is NOT supported, probably won't be. Holes are NOT supported either.

If you want to keep rendering performance the same, your terrain should have less than 100k vertices, for vanilla sized moons the number is close to 20-30k. It automatically applies a mesh collider so be careful with high polygon counts!

Ideally you need to have a high res terrain for your playable area and low res outer terrain (without collider) to create a feeling of a vast environment.

#

uniform grid

#

adaptive grid

night widget
#

very nice

#

you should add a feature that makes it make terrain into a mesh

small cypress
#

here's how you can visualise the mesh triangles

night widget
#

what's the red dot on the very right

fervent perch
#

Too many pings (in one message)

small cypress
fervent perch
#

What were you trying to tell them about?

#

I have the list, just unsure what to ping them, and with something like that, you do want to include the what directly in the message ๐Ÿ˜„

#

(Was it the Terrain2Mesh?)

small cypress
#

terrain to mesh tool for their moons

small cypress
small cypress
fervent perch
#

To: Moon Creators (@lament laurel @karmic ridge @bright plaza @plucky yarrow @proven mason @boreal swan @scarlet mango @stiff linden)
@small cypress made a Terrain 2 Mesh asset they wanted to bring to your attention. See messages above.

fervent perch
night widget
small cypress
stiff linden
#

๐Ÿค”

night widget
night widget
#

nevermind it didn't do it the second time

small cypress
#

i just checked on a clean ripped project and it works ๐Ÿ˜ญ

#

ah ok

night widget
#

all the cliffs are gone it's turned sierra smooth

#

for some reason it raised the terrain

plucky yarrow
#

interesting

small cypress
night widget
#

with level bounds, i was just noting it. it's fine

small cypress
#

if bounds don't intersect your terrain it will use the maximum

karmic ridge
stiff linden
#

gonna test this with a moon that has the most egregious looking terrain

small cypress
#

@karmic ridge yeah, no prob, i just remember people being pissed with the wrong rendering

karmic ridge
#

i quite like me rendering

small cypress
#

but dat fog D:

night widget
#

bit sharp

night widget
#

i don't have to deal with terrain elements disappearing because the button to add terrain elements just doesn't work for me

stiff linden
#

Without and with the terrain to mesh, looks really good

night widget
#

moved up a sizable amount

small cypress
# night widget bit sharp

i mean, the settings are specifically for that. if you set step size to something other than 1, obviously don't expect smooth transitions

small cypress
night widget
#

it's not that big of an issue honestly

small cypress
#

@night widget I just need it for the snow stuff, because i will be doing meshing during moon loading, and if there's a bug like that, well...

scarlet mango
night widget
#

made cambrian dry ๐Ÿ˜” once again raised terrain

sick ridge
#

๐Ÿ˜”

night widget
#

wait until archaic and maybe then you'll be able to use the cruiser

sick ridge
#

It wasn't even cus you could use the Cruiser I just liked old Sierra a lot more, it had more charm and character to it

#

New Sierra is so small and heavily cut down

#

It just doesn't feel the same

night widget
#

it's for the better considering the gameplay, sierra mostly has metal scrap which is surprisingly cheap

night widget
small cypress
#

drag and drop it into any folder, then right click the prefab and press export package

sick ridge
small cypress
#

i wish, haha D:

hardy root
#

@sick ridge 4 at a time please

sick ridge
#

Lmao I tried

sick ridge
hardy root
#

goober

sick ridge
#

There's just so many moon makers now

#

Lol

somber hemlock
#

I would assume you're binding the depth texture from that camera into your VFX shader right? (I ask this with zero knowledge about how VFX works lol)

sick ridge
#

@potent seal Dunno if you might be interested in adding the mesh asset to Pinnacle

small cypress
sick ridge
#

@round yoke for WinterLodge

#

@green sleet who is maintaining LethalMatt's moons

small cypress
sick ridge
#

@winter mortar You might be interested for Gorg, Vortex I doubt you want snow on XD

#

@chilly heart for Catalyst and Monarch

small cypress
somber hemlock
#

there's also an always refresh option in the scene view I think that might do something

#

does leaving the camera enabled work when playing at least?

potent seal
#

tbh i was messing around with other tools to do this already for some other moons but I'll definitely check this one out

small cypress
# somber hemlock does leaving the camera enabled work when playing at least?

I haven't tested it properly yet, but render texture works perfectly tho. I just hoped there's a better way D:

It's a bit fucked up cause for some of the effects i only need to render the depth buffer only once and to make it work with vfx i add the texture for one frame to let it render and then remove it. This way it reuses the buffer :S

hardy root
#

Okay so I increased the ping limit from 5 -> 7 cuz we haven't had problems with it for a long time

chilly heart
somber hemlock
#

I was thinking it would have to be a camera following the player so that it can map to wherever the snow is falling around them

small cypress
somber hemlock
#

gotcha, but for the steady snowfall it's a camera that covers what you deem to be the playable area?

#

for the case where the camera rotates and follows, I kthink it makes sense for the camera to be enabled, as Camera.Render() causes a bit of overhead by invoking the whole render pipeline a second time in a frame

somber hemlock
#

sounds like you might want to have two cameras, tbh

small cypress
somber hemlock
#

one in effectPermanentObject, one in effectObject

somber hemlock
small cypress
#

oh, yeah there are two cameras now, actually three because there's another effect as well :S

somber hemlock
#

oh my

small cypress
#

render textures kinda force it to render even if it's not the "gameplay" camera

#

if there is a way to to do without i'd like to know

somber hemlock
#

every camera renders if it's enabled, I'm not sure I understand what you're saying

small cypress
#

ah ok

somber hemlock
#

if it has a target texture, it renders to that, otherwise it renders to the framebuffer

small cypress
#

it's just in the editor it works only in two cases: camera has a render texture or my current game view uses the camera

somber hemlock
#

the editor does some weird stuff to avoid rendering when it doesn't need to

#

I'm assuming you're talking about when the game is not running?

small cypress
#

if i just run as a character normally, and there's a camera without an assigned render tex it behaves like it's hasn't rendered anything D:

#

yes

#

ah ok, didn't know

#

i need to do actual in game testing i suppose

#

thanks for the info

somber hemlock
#

how are you expecting to get the depth buffer when it doesn't have a render texture?

#

it renders to the HDRP-allocated temporary buffers when you don't have a render texture, and then discards them when it can

small cypress
#

i'd say how, but there are no docs ๐Ÿ˜„

somber hemlock
#

I feel like there's gotta be a way to sample a render texture instead

#

that sounds very screwy lol

small cypress
#

there's a node in vfx graph that enables collision with depth buffer

somber hemlock
#

I guess it might help if I could see how it's set up though

small cypress
#

it only accepts camera as an argument

somber hemlock
#

hmm

#

then I would expect that to update when you run the game

#

I don't think you should need to manually render it

#

in fact, it probably can be disabled

#

it's probably possible to find out exactly how it does that though, I imagine the VFX pipeline is an SRP thing?

small cypress
#

ok, that would be perfect, admittedly i need to do lots of tests with the current setup to find all the quirks

small cypress
somber hemlock
#

sure, but it has to render the camera you're using, and I imagine that happens in managed land

#

so you can use ILSpy to find out

#

anywho, probably best to just put your VFX into a scene with a few planes and boxes or something and see if the particle depth testing works there

#

after starting the player, that is

small cypress
somber hemlock
#

I guess they just forgor to write docs for the entire SRP for years

#

looking at the CollideWithDepthBuffer node docs, yep, I get your confusion

#

it is not any clearer to me how that works either lol

#

it's very possible that it's hardcoded to copy the depth buffer when it's rendered or something

small cypress
#

might look deeper later, didn't find how it's actually passed to the shader

somber hemlock
#

I'm guessing it's coming from the CameraProperties in inputProperties

#

if that enumerable property is used to bind the shader's inputs, it would make sense

#

ah wait no, the parameters one gets the camera inputs from CameraHelper I guess?

#

that really makes me think that it requires the camera to render every frame that the vfx renders tbh

#

because if it's grabbing the buffers from the camera that frame, that requires that the camera has used the buffers that frame

small cypress
#

and it seemed to be the case during my limited tests

somber hemlock
#

ah, I thought you had had some success with only rendering once

small cypress
#

i did

somber hemlock
#

with a RenderTexture?

small cypress
#

it has to render at least once via a render texture or by becoming the main view camera and then if nothing clears the buffer it works even when the camera is disabled even

somber hemlock
#

huh

small cypress
#

it's weird

somber hemlock
#

but this was always not in play mode, right? you didn't try it running the player?

small cypress
#

yup, in editor. i did test in game, but tbh i don't remeber the result

somber hemlock
#

I see

#

hard to say what it's gonna do really

#

I wouldn't have expected it to keep those buffers around for disabled cameras in play mode, but maybe the VFX makes a copy

#

side note, it might be good to make a custom render for your camera to only draw opaque depth, since that would make it significantly faster

small cypress
somber hemlock
#

yeahh

somber hemlock
#

well

#

that's a good question

sick ridge
#

Trial and error for Aurora Borealis!!!???

small cypress
somber hemlock
#

nope

#

custom render means writing your own function to render for the camera

small cypress
#

aaah, ok i'll see to it

somber hemlock
#

I had one I had been trying to get working for #1295871652168466432, but since we were going for a full HDRP render we had to scrap it because what I was trying only worked for standard shaders

#

since all you need to do is draw the opaque pass to the depth buffer, I think it should be a lot simpler

#

hopefully.....

#

now I gotta try and remember where you even set that up

#

ah right, it's HDAdditionalCameraData.customRender

#

there's a few random code snippets searching that on google, but iirc the gist of it is

void CustomRender(ScriptableRenderContext context, Camera camera) {
    if (!camera.TryGetCullingParameters(out var cullingParams))
        return;
    var culling = context.Cull(ref cullingParams);
    var desc = new RendererListDesc(HDShaderPassNames.s_DepthOnlyName, culling, camera);
    var rendererList = context.CreateRendererList(desc);

    var commands = new CommandBuffer();
    commands.DrawRendererList(rendererList);

    context.ExecuteCommandBuffer(commands);
}
#

(you'll need to add the HDRP runtime dll as a dependency if you don't have that already)

small cypress
#

thank you very much, I'll try to make use of this

somber hemlock
#

but this is probably something to do after everything else is working obviously

#

just a little optimization

small cypress
sick ridge
#

I don't think I've ever seen it do anything besides maybe to the outdoor secure door on pinnacle a couple times where we couldn't open it, interior doors seem to never get messed with

#

XD

small cypress
#

@somber hemlock found how depth buffer gets bound to vfx in a completely different repo :S

https://github.com/needle-mirror/com.unity.render-pipelines.high-definition/blob/6328cc84c83b4143a5939859d76f9ccdc7a5b08f/Runtime/VFXGraph/Utility/PropertyBinders/HDRPCameraBinder.cs#L153

it just directly passes it as a texture, although i'm not familiar with those GetGraphicsBuffer and RequestAccess method from HDAdditionalCameraData

GitHub

[Mirrored from UPM, not affiliated with Unity Technologies.] ๐Ÿ“ฆ The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shad...

somber hemlock
#

ahhh, I see, it uses HDAdditionalCameraData.GetGraphicsBuffer()

#

afaik those are temporary buffers allocated for the camera when it renders, and unless the camera is set to persistent, it'll get destroyed when it's disabled normally

#

I think in editor it doesn't because the camera preview is kept around

#

it calls through to HDCamera.GetOrCreate(camera).GetCurrentFrameRT(int)

#

those buffers are used all over the render pipeline for each frame render, but they're only cached, not permanently stored

small cypress
somber hemlock
#

if you can figure out how to do the depth buffer physics on a texture, that should work, yeah

#

or render it to a render texture and then it should live forever afaik

#

cameras with render textures render directly to their buffers so it should stay that way I think

small cypress
somber hemlock
#

oh huh

#

not sure how that would work in the graph but if that works that's great

sick ridge
#

So btw @small cypress Since you're working on the optimizations for Solar Flare, I will say with a regened config I as host was no longer getting lag but clients got lag when getting Solar Flare, so there's something weird with the way the weathers are affecting clients idk if that's a you issue or a @cold dragon issue though

fiery siren
#

heatwave isnt showing for some reason

#

even after i set it real high

#

the log also says its registered under ID 7

#

01931782-46f3-c5e3-dc00-0deb409257c1

cold dragon
# fiery siren

Weather Heatwave has Include filtering option set up, meaning: the Level filter option is a whitelist

#

I'm gonna check your code rq

#

oh, it's on Gordion

fiery siren
#

so thats why

#

i thought it would OPT-OUT any moon

cold dragon
#

no worries

#

๐Ÿ˜…

fiery siren
#

i gotta read things carefully this time broo

grizzled chasm
#

@somber hemlock

#

Is it possible to somehow link it to the camera so that it turns it off when the weather is Solar Flare

#
  • productivity for everyone, because the equipment is turned off
somber hemlock
#

I have API available for Lethal Elements to use to apply effects to the cameras, so unless voxx decides implementing that on their side is too much, I'm not planning on doing any soft compat on my side

spice axle
#

is blizzard being worked on?

fallow ginkgo
#

yes, just taking a bit

fluid socket
quasi quartz
#

very likely intentional

fluid socket
#

Making it only work on Gordion is intentional?

quasi quartz
#

Am I thinking of Solar Flare

#

Oh wait you now what it is, I believe WeatherRegistry did an update that changed inner-workings or whatever and it messed up the intentional defaults for these 2 weathers (They had Scrap Amount and Value multipliers set up as well as having actual moons for the whitelist) and this mod hasn't updated for that WR update

fluid socket
#

Unfortunate.

fiery siren
#

i remember having a vision for an acid rain weather once

#

it would slowly damage you, and "corrode" scrap the longer you were out in the rain

#

up to 50% value lost

#

would fit very well for moons like collateral, harloth and other toxic-related moons greed

wise mirage
cold dragon
#

it has always been like that

#

i'm not sure why it doesn't work correctly tho

fluid socket
#

So the config for these weathers is overall correct, other than Heatwave having filter set to whitelist?

sick ridge
fluid socket
#

I see.

cold dragon
#

alright, it's my fault

#

don't know how that happened yet

sick ridge
fluid socket
#

Could I get a help with replicating said list in new config?

fluid socket
quasi quartz
#

Scrap amount multiplier = 1.2
Scrap value multipler = 0.9
Filtering option = true
Level filter = Experimentation;Assurance;Offense;Embrion;Artifice;EGypt;Aquatis;Affliction;Penumbra;EchoReach;Harloth;Celestria;Derelict;Infernis;Etern;Atlantica;Junic;Fission;Mantif;Sierra;Cambrian;Orion;Vertigo;Collateral;Devastation;RelayStation;

sick ridge
fluid socket
#

What about Solar Flare?

quasi quartz
#

(Solar Flare was Amount = 0.95, Value = 1.25)

sick ridge
#

I was gonna suggest downgrading to 0.2.4 letting the config generate then update

fluid socket
quasi quartz
#

Yup

fluid socket
#

Appreciated

cold dragon
#

i see why this doesn't work

#

๐Ÿ˜ญ

#

will try to get those fixed in next Registry update

quasi quartz
#

better images bc im dumb

fluid socket
#

Yep, did what Lunx suggested.

cold dragon
#

sorry for that, did an oopsie

spice axle
#

god i hope this comes out soon, id love to use this for me christmas modpack

fiery siren
#

wrong thread

fallow canyon
#

๐Ÿคฆโ€โ™‚๏ธ

#

my bad

fiery siren
#

all good lol

fallow canyon
#

๐Ÿ˜…

small cypress
fallow ginkgo
#

oh my LORD LMAOO

#

that storm be ragingg}

fiery siren
#

mmmm earthquake weather

fiery siren
fallow ginkgo
#

#1268919667347427390 message

fallow ginkgo
fiery siren
#

oh neat

indigo hollow
#

Good shit tho

wise mirage
#

This godray weather says pretty good ngl. I knew I saw it somewhere long ago

small cypress
#

This is the first look at the blizzard weather. It has deep snow that slows you down, constantly changing frigid wind that pushes you in open areas and may start damaging you if you stay cold for too long. Occasionally, "chilling waves" will appear and sweep throught the entire level, instantly dealing damage and giving frostbite to players that didn't manage to hide behind something. For the wave idea credit goes to @blissful charm

small cypress
small cypress
wise mirage
indigo hollow
#

Chilling

wise mirage
#

Blizzard? Let's goooo

small cypress
summer mist
#

ah

#

yeah that sucks really bad

#

also my discord lagged just viewing the video you sent ๐Ÿคฃ, praying for better results ingame

#

discord is just bad DogeKEK

small cypress
summer mist
#

fair enough

small cypress
#

works on my laptop without proper gpu at least

summer mist
#

oh that's more than enough really

wise mirage
fallow canyon
#

So stoked for this!

slender lintel
#

SUPER fire โ„๏ธ

indigo hollow
#

I believe it's the opposite, actually

cold dragon
proven mason
#

Im so happy yay

mortal quiver
#

I added a custom Blizz to Bozoros and it took some trial and error with the noise but adding it to the snow pfx there made the winds feel more windy

small cypress
mortal quiver
#

oooooh that's neato

small cypress
#

also unfortunately due to the way zeekers made his custom pass the snow won't have this "grainy" look that the ground usually has ๐Ÿ˜–

mortal quiver
#

yeah it's rough to always be losing some fidelity because of that custom pass

#

I worked for hours on this beautiful texture, now you're telling me it needs to be compressed and it's going to look even crunchier with the vanilla filter??

mortal quiver
#

If you add the scrolling noise to them to get them to wiggle a bit more as they're moving

small cypress
#

aah, yeah those are super basic right now, i have some actual snowflake textures in store, but I will add them a bit later. and they do wiggle when they move, but with the blizzard it's harder to see cause the amplitude of their turbulence is smaller than the movement caused by the wind.

mortal quiver
#

its looking fantastic, I'm hyped for it

fluid socket
small cypress
#

yes

#

however this is the main thing about frostbite effect, so it will become useless too

fluid socket
#

Well, the slow/push is still there.

violet zealot
#

Looks great. Makes sense that itโ€™s winter time for some moons

#

I love winter but it rarely snows where I am

#

Iโ€™ll take any snow, even if itโ€™s in LC

night widget
night widget
mortal quiver
green sleet
#

Weather's banana peel

violet zealot
#

Above all the rest of the country gets snow much more commonly

small cypress
#

Testing on custom moons plink

fiery siren
#

YEAH! YEAH! YEAH! YEAH! UEAH! Y

spice axle
#

Omg derelict would look so sick with blizzard

night widget
small cypress
cold dragon
#

will the ||snowmen|| spawn in blizzard weather? ๐Ÿคญ๐Ÿคญ

fluid socket
#

Blizzard should turn players into snowmen. boiled

slender lintel
#

I was hoping the patch didn't throw this off course lol, unless someone here saying "I need to rewrite my mod now" was a meme (pretty sure this is the case)

small cypress
#

Snowy Rockwell plink ๐Ÿ”๏ธ ๐ŸŒจ๏ธ

indigo hollow
#

Tundra moon became even more of a tundra wow

#

Beautiful

lime acorn
#

๐Ÿ‘€

stiff linden
#

๐Ÿ‘€

fiery siren
#

๐Ÿ‘€

indigo hollow
#

๐Ÿ‘๏ธ ๐Ÿ‘๏ธ

slender lintel
small cypress
# stiff linden ๐Ÿ‘€

I also found a bug there and not sure if it's on my end or not. Is there anything special about that grass? For some reason it's being drawn behind all transparent objects

#

Just to clarify, the second "bushy" type of grass is ok (as seen on the street lamp pic above)

stiff linden
#

Let me take a look in editor, I may have slipped up on something

#

think you caught a badly configured material I forgot to fix

sleek jungle
sick ridge
#

Please

small cypress
#

Soonโ„ข

fiery siren
#

am i the only one who feels like the blizzard could darken the sky a little bit?

spice axle
#

could you add an option to increase the chances for the weathers, id like to have blizarrd on every day for my christmas modpack

small cypress
spice axle
#

oh okay thx

small cypress
fiery siren
#

like how the sky darkens during stormy weather

slender lintel
#

I'm already blown away that this mod can dynamically add snow to maps (unless it doesn't and I'm actually special)

#

A blizzard on a bright day could also look pretty cool

spice axle
#

is the mod still coming before christmas?

fluid socket
#

The mod is out now.

fervent summit
#

I think they meant the blizzard update

#

maybe not I don't know

spice axle
#

I meant the blizzard yeah

small cypress
#

Ok, everyone. I've uploaded a **BETA **version of the new update, because unfortunately I don't have lots of time to test everything and there is quite a lot... Please turn on debug logs in BepInEx if you want to report any errors so I could troubleshoot them. Also check the known issues in readme, maybe I already found it and it's just not fixable ๐Ÿ˜ฆ

DISABLE THE NORMAL VERSION IF YOU WANT TO TRY THIS OUT!!!!1

This update doesn't include compat with OpenCams yet, but it does add some new config options for old stuff that people asked about before.

I'm really interested in your input on the following things:

  • Default moons (maybe even their weights) for snowfall/blizzard blacklist/whitelist. Other balancing stuff?
  • Your reports on performance, I optimised everything i could and it works relatively fine even on my crappy intel gpu laptop, but I didn't make any fps measurements since my pc is very jumpy even in vanilla
  • Does it work for your selection of custom moons? I couldn't test every concievable one, but at least mine, Generic Moons, Weasley's and Moons of Otherworldly Oddity work from my bried testing

Hope it will work and ur computers won't explode plink
And don't freeze your ass off too much ๐Ÿ˜›

https://thunderstore.io/c/lethal-company/p/v0xx/LethalElementsBeta/

Also, thank you very much for more than 100k downloads of the mod, this is crazy awesome ๐Ÿซถ

fiery siren
#

awesome...

#

it definetely will conflict with normal lethalelements right?

#

ill just disable it to make sure

small cypress
fiery siren
#

now time to wait for r2modman to register this mod lol

fallow ginkgo
indigo hollow
#

Swagilicious

small cypress
fallow ginkgo
#

effect as in the vfx?

#

that's neat!! thanks voxx :O

vital lotus
#

Its so peak the voices are telling me to put it in the bingo pack last minute and gamble it works on the day LMAO

#

nah i cant Cri2

#

but i want to arrghhh

small cypress
fallow ginkgo
#

that's super cool man, thanks a lot <3

small cypress
#

For moon makers:

  • If you have outdoor buildings on your moon and want to stop my weathers from affecting players inside (like heatstroke or frostbite) you can do this by adding a reverb trigger with "insideLighting" set to true when you enter, and another one with false when the player leaves the building.
  • Also if you want my code to find your meshified ground (and apply snow) you need either to have "terrain" in any of those - material name, gameobject name or mesh name OR it needs to be set to Decal level 2 (same as quicksand). And it must be tagged like vanilla terrains - "Snow", 'Grass', "Rock" or "Gravel". If you have a mesh terrain that needs to be blacklisted add "outofbounds" to its name.
  • Water is detected like so: the object doesn't have a collider and the material has "water" in its name. This is not ideal, but the water surfaces aren't tagged in any way and neither they are distinct from other objects, so yeah...
  • If you want to block snow by invisible walls, put an object with an OPAQUE material on NavigationSurface layer (no collider)
  • If you want to reduce snow thickness to zero somewhere, put a black colored object on the vehicle layer just above the desired area

This is just a heads up to have perfect compatibility, but i already have some contingencies implemented just in case.

somber hemlock
#

wait is insideLighting not set by the EntranceTeleport? that seems strange

#

wait

#

I am dumb I misread

#

side note this is really cool, I gotta check it out

#

really looking forward to when OpenBodyCams can work properly alongside these weathers DORIME hopefully mrov's work on that is going well

sleek jungle
#

What happens if u have open body cams? Does it error or not show the weather

small cypress
somber hemlock
#

yeah I'll have to take another look to see if there's a way to make it work without the perf cost later

#

most of the cost is in the processing rather than rendering?

#

like CPU-side work/compute?

small cypress
#

fps drop comes from rendering a snow overlay on every object + the ground with a tesselation enabled material + all the particles

#

i profiled the mod and it seems like it really is just from rendering the materials and particles

somber hemlock
#

gotcha, then I think it should be fine for OpenBodyCams

#

it would be nice if zeekers disabled renderers instead of deactivating the weather inside but it's workable

small cypress
#

yeah, it just should be configurable, it might not even be an issue for people with normal computers. i usually only get 40 fps on vanilla T_T, and with this around 33-35

somber hemlock
#

basically I think you should be able to have your snow that you deactivate on entering the facility as an effectObject (non permanent) so vanilla controls its "visibility", then in OpenBodyCams I just have a copy of that that I can manage the active state for and just hide/show the renderers based on perspective

#

the key thing is that it is managed by vanilla so it's easy for me to model the behavior in the clone

small cypress
somber hemlock
#

wait what happens to the meshes if I clone the effects? doesn't it use a camera's depth buffer for the vertex shader?

simple fiber
#

This is looking fantastic. Good job

small cypress
simple fiber
wet seal
#

am excited for the full version

somber hemlock
small cypress
# somber hemlock wait what happens to the meshes if I clone the effects? doesn't it use a camera'...

so i just find all the objects that are valid as ground, turn to mesh if unity terrain or postprocess if already mesh, duplicate the ground and assign this "better" mesh to it and the "fluffy" snow material. Then i bake a special texture for each object that determines the snow thickness for it and accumulate them in Texture2DArray. Then i assign this texture array to the material, but every object accesses their specific index in that array (i use materialpropertyblock to override one variable). So this material is shared among every object and is also instanced, so i don't think you need to duplicate anything. It remains as part of the level after this process and i don't touch anything anymore, i just change one float in that material that determines the time flow

small cypress
# somber hemlock the snow tracks camera is part of effectObject?

no, it was like this initially, but because effectObject moves with the player it caused weird fluctuations in the snow as it moved, i am assuming because of aliasing in the render texture. so i had to move it by myself only occasionally when the player is close to the edge of camera's frustum

small cypress
simple fiber
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valid

somber hemlock
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maybe we'll have to do some soft compat for that in particular

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or wait

gray junco
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Is there a way to make the snow not super white whenever you're buried in it? It feels like I'm getting flash banged (or at least less bright)

somber hemlock
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I guess you might not be rendering that camera every frame either? I was thinking whether it was possible to position the camera you're using based on each camera being rendered by HDRP, but I'm guessing that it would require multiple cameras, one for each camera that can render the snow

small cypress
gray junco
small cypress
#

actually this is a big problem i have because monsters are calculated on the host, so they see the tracks only as far as host's camera reaches uSerious

small cypress
somber hemlock
small cypress
#

no, the movement is done exclusively on the host

somber hemlock
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like the agent is disabled?

small cypress
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clients just interpolate between points server sends

somber hemlock
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that doesn't match my experience

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the server sends position updates, but as far as I remember, the agent is enabled on all clients

small cypress
glad sonnet
somber hemlock
small cypress
# somber hemlock the server sends position updates, but as far as I remember, the agent is enable...

if (!this.IsOwner)
      {
        if (this.currentSearch.inProgress)
          this.StopSearch(this.currentSearch);
        this.SetClientCalculatingAI(false);
        if (!this.inSpecialAnimation)
        {
          if (RoundManager.Instance.currentDungeonType == 4 && (double) Vector3.Distance(this.transform.position, RoundManager.Instance.currentMineshaftElevator.elevatorInsidePoint.position) < 1.0)
            this.serverPosition += RoundManager.Instance.currentMineshaftElevator.elevatorInsidePoint.position - RoundManager.Instance.currentMineshaftElevator.previousElevatorPosition;
          this.transform.position = Vector3.SmoothDamp(this.transform.position, this.serverPosition, ref this.tempVelocity, this.syncMovementSpeed);
          this.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x, Mathf.LerpAngle(this.transform.eulerAngles.y, this.targetYRotation, 15f * Time.deltaTime), this.transform.eulerAngles.z);
        }
        this.timeSinceSpawn += Time.deltaTime;
      }

See the SmoothDamp part (this is exempt from EnemyAI update method)

small cypress
small cypress
quasi quartz
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issue im having is actually generating the weathers

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as in it doesn't appear in weatherregistry

glad sonnet
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its probably something else then

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ill try with less mods

quasi quartz
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oop

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gonna guess that's why it's not working for me either

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naur

small cypress
#

the second part *

the first error is strange

glad sonnet
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bet bet ill update if i encounter something strange

quasi quartz
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Based on TerminalFormatter not working