#Lethal Elements

1 messages · Page 5 of 1

green sleet
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@small cypress Let me know if you ever change stuff with the water freezing, I'm doing some extremely goofy stuff to get it to only freeze during Blizzard lol

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Water changes mailing list plink

small cypress
green sleet
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Both of those basically lol

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Mesh exported that's just a bunch of triangles in a plane

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Don't think it could work for LE

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The way I have it set up, at least*

small cypress
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I want to add ice cracking down the line and thinking about ways of doing this 🧐
I think the most performant one would be making it look like its cracked and disabling the collider when you walk over the respective areas.
The best one is actually making it crack and break, but this will require me to generate a special mesh at runtime, eh

summer mist
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Generating a special mesh at runtime? Why sounds like something right up your alley

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Back to the suffering lane you go

small cypress
green sleet
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It's just a bunch of these agony

small cypress
green sleet
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Unstable platform being a better (subjective) version of the vanilla bridge lol

summer mist
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Oh god thats so many mesh colliders

green sleet
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2% base chance + 50% of player weight

summer mist
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It's probably okay

green sleet
summer mist
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Your face is convex, never say that about mesh colliders ever again

green sleet
small cypress
green sleet
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Yeah I went for the Watre approach

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Material swap and reenabling quicksand KillTrigger for the water

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        /// <summary>
        ///     Not cold enough to freeze completely!
        /// </summary>
        public void PreventWaterFreeze()
        {
            if (waterRenderer != null && waterMaterial != null)
            {
                waterRenderer.sharedMaterial = waterMaterial;

                if (waterRenderer.TryGetComponent(out MeshCollider collider))
                {
                    collider.enabled = false;
                }

                Transform? killTrigger = waterRenderer.transform.GetParent()?.GetChild(1)?.GetChild(0);
                if (killTrigger?.TryGetComponent(out BoxCollider waterCollider) == true &&
                    killTrigger?.TryGetComponent(out QuicksandTrigger waterTrigger) == true)
                {
                    waterCollider.enabled = true;
                    waterTrigger.enabled = true;
                }
            }
        }
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That basically

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Looks goofy due to Nullable stuff so it's probably not a good example lol

small cypress
green sleet
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Oh Bozoros' lake has just been tagged Puddle this whole time I guess lol

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Any lake is small enough to be a puddle, if you zoom out plink

small cypress
green sleet
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Should be fine then probably

winter mortar
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v0xxxxx

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would you be willing to work with me to make a special cheeze blizzard for Gorgonzola

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Just like "If Gorgonzola, weather visuals are slightly different", nothing super fancy

green sleet
indigo hollow
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50 avg fps on snowfall Rend, what did you do?

small cypress
small cypress
indigo hollow
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It was never like this before, so

small cypress
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alright, what version is "before"? i actually didn't touch anything regarding snowfall recently so idk

indigo hollow
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Shrug

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Most recent, I guess

winter mortar
small cypress
small cypress
winter mortar
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Yeah they do, although tbf if you don't mind helping me out with the code I don't mind adding it to a Gorgonzola dll

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If that'll be easier

small cypress
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i mean to make it fair so every moon would have access to it, i think tags will be more suitable

indigo hollow
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I wonder if it could be due to this thing's most recent update

small cypress
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it doesn't do anything on rend

small cypress
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sounds ok?

winter mortar
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Yeah that should be fine, would it apply to all snow vfx?

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Cuz I'll probably go for like a grated parmesan color haha

small cypress
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you want snowflakes and the ground snow to change color, right?

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blizzard fog as well?

winter mortar
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yeah, possibly the wind vfx as well yeah

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sounds are fine, just to make it more in-line with my other weathers for vanilla

small cypress
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ok, that's easy

winter mortar
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Since I do custom weather stuff for all my weathers on Gorg

small cypress
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how do you recolor rain :0 ? i thought it's hardcoded

winter mortar
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JLL has scripts to replace the weather fx

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I basically unload the vanilla rain and replace it with my own particle system

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I'll send you a video later :3

green sleet
winter mortar
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I mean I'll probably make the tag like "Parmesan Snow" or something

small cypress
winter mortar
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if anyone else wants to interface with "Parmesan Snow" go for it

green sleet
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Oh no you'd have to just set the color for it pretty much

small cypress
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no, we need to agree on a common tag that everyone will use

winter mortar
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Ah, will that work?

small cypress
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like _voxxSnowVFXColor, _voxxSnowGroundColor, _voxxSnowOverlayColor, _voxxBlizzardFogColor

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so people create a tag with those names, assign a color and i apply it from my side

green sleet
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Use of the tag color property is pretty tactical for this lol

small cypress
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i actually don't remember what else do these tags have

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just name and color?

green sleet
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I think so

small cypress
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i still want Batby to finish that idea with data tags greed

winter mortar
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Will it work if multiple moons define a tag with a different color?

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I haven't messed with that

small cypress
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yes, i will just reset it to default on departure

winter mortar
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Ah, alright

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Then yeah I can do that wolfVibe

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I'll be your test dummy for it

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Could lead to cool things like green snow on Fission-C

small cypress
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you get what each one is for?

winter mortar
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Yeah I think so NODDERS

small cypress
winter mortar
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Yeah, JLL adds ways for us to add our own objects to specific modded weathers, so I could for example freeze over the water

green sleet
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I am the JLL beevil

green sleet
still owl
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ye u dont need JLL :3

winter mortar
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Yeah JLL just makes my code-free development easier lmao

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JLL is good for people like me and Wesley who can't write code

still owl
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generic was trying to convince me to make rbm use JLL when I could literally do what i needed with like 5 ish lines

green sleet
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Doesn't really work for progressive/combined weathers 💀

still owl
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ohhh

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this looks handy

green sleet
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JLL has a similar thing I believe

still owl
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ye it does

green sleet
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That one's just thing I whipped up

still owl
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i would just go the lazy route and check for the weather in a postfix xd (which is what i did)

green sleet
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Basically what I'm doing but with extra steps lol

still owl
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is it rlly?

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i figured it'd be alot less

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lol

green sleet
still owl
green sleet
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Oh I mean if you were to do stuff like that for 10 different weathers then yeah lol

still owl
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i just felt like it'd be more annoying to create a whole system for that so i just did it raw

green sleet
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I declared war on weather

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Stopped using sun animation for weather stuff lol

small cypress
green sleet
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Yeah

winter mortar
cold dragon
verbal shell
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Unless like the time can be really late into the day

cold dragon
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the thing is

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all changes have % chance of happening

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and some are very late into the day

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I think that improving how the info is displayed would be better

still owl
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i have a super weird request lol

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you definitely dont have to do this (just an idea) but an option to make toxic smog purple would be really cute i think

green sleet
small cypress
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good idea actually plink

fallow ginkgo
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if i'm mostly playing vanilla w a few custom moons, is there anything in this that might freak out bad? or are bugs w this rn like semi-rare

verbal shell
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the default config comes with blacklisted moons that either dont make sense to have the weather on or if they break it

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and as long as you dont have that one scrap mod that has a scrap that lets you change the weather

fallow ginkgo
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what about lgu weather probe?

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I don't really use it but I assume that breaks it too?

verbal shell
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what weather is on this moon

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as long as any of the snow weathers arnt being hot swapped while your landed on the moon its fine

fallow ginkgo
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idk ive never actually used it but I saw it brought up a lot on weather discussion so I thoguht it did some weird shit w changing weather n stuff

fallow ginkgo
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thanks smxrez......

verbal shell
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oh

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:3

still owl
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was snow color ever addressed :3

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i havent been following the dev of this too much

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just wondering teehee

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i tried looking into it myself but i couldnt figure out how the hell it works..

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idk if theres like

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a snow material you have packaged

verbal shell
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need to figure out a way to hijack the system to get fall weather (real)

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wouldnt really do anything other than visual stuff (so like how cloudy is purely a visual weather(

small cypress
still owl
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ohh okie

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was just wondering no worries

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xp

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if you ever do you should ping me teehee

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i would rlly like to see how cool the snow would look if it blended in with the vanilla snow more

small cypress
small cypress
visual dawn
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I've noticed this same thing occasionally happening for me on a moon without forcing the weather with Imperium, on normal runs. I wonder if it's to do with the fact that the map is quite old? The moon was Outpost 31 (snowfall fits it perfectly). Unfortunately, Outpost 31 hasn't been updated in like... 7 months. Probably the cause I assume. I'll add it to the mesh blacklist and let you know if it fixes it!

visual dawn
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Yes it still has missing snow textures even with it being blacklisted. Interestingly, the first visit is fine - but after leaving, returning while it's still snowing causes it to be purple-ized. Not sure why!

Only real error I get related to Lethal Elements is:
[Error :voxx.LethalElementsPlugin] Snow masks texture is null, cannot calculate snow thickness!

small cypress
visual dawn
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To be honest, I didn't even notice LE hasn't been updated in a while lmao. Yes I am, THATS probably why.

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Easy fix, disable snowfall for Outpost 31 lol

small cypress
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uuuh i don't understand 😅
which version exactly are you using

visual dawn
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V69 of LC, and 1.1.8 of Elements

small cypress
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snow is not in 1.1.8

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which version of beta

visual dawn
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oh i opened the wrong page

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duh

small cypress
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also you should not use both at the same time

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in case you do

visual dawn
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i dont lmao just opened the wrong one

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oh a new version?

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i'll have to update, i've been looking at the old page the whole time like a numpty

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sorry about that lmao

small cypress
visual dawn
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i was on 1.2.66 just to clarify

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sure sure

small cypress
visual dawn
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great, thanks for the responses and apologies for getting the versions mixed up lmao

small cypress
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all good benice

visual dawn
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i DO have imperium installed, but i dont force weathers since i know that can cause some issues

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pretty much just give myself some money and look for the weathers being generated, youll probably see a ton of errors related to navmeshing from some old interiors i still use that seem to work despite that, and possibly some items being deleted

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but yeah the only thing i ever really got error wise for LE was the snow texture, so thanks for the help, and letting me use up a bit of your time

small cypress
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forcing weathers works now, given you don't change them again before the transition finishes (there's a lil snow melting animation)

visual dawn
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oh sick, lol when i first installed LE and tested the pack i was amazed at the snowfall

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it was the FIRST weather i got upon launching and testing just basic leave/die/loot on experimentation

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LE is by far one of the most like... must have mods out rn so thank you so much for taking the time and effort to keep it developed!

small cypress
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glad you're enjoying it! plink

visual dawn
green sleet
visual dawn
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Well!

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It works either way!

green sleet
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It's currently got navmesh issues outside, specifically with modded enemies pathing

visual dawn
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The update, and taking it off of the blacklist fixed the issues it was having with LE, I've manually adjusted spawn rates but other than that not really done anything to the map.

Yeah I've seen some navmesh issues, but been ignoring them for the most part without it really altering gameplay from what I've seen!

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Just as I thanked Voxx, I'd like to extend a thank you to you, because Outpost 31 is one of my friend groups favorite maps by far. We can't do a mod list without it, even if it's got some navmesh issues.

31 + Snowfall is such perfect ambiance lmao

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I actually saw you guys talking about it being worked on the other day and my buddies got hyped up lol, so again thank you for both of your dedications to creating content that enriches the game for the community! plink

green sleet
visual dawn
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I wish you luck lmao, I tried learning it but I'm much better at things that have construction sets a la bethesda games

green sleet
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Currently finishing up Ferris wheel update plink, and by that I mean waiting for LLL update to declare it 'finished' and actually release it

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Not rushing Batby though yoiled

small cypress
green sleet
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I myself do not know

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I just know due to some LLL event changes, it'll need recompiling, and thus would require an additional update if I were to release right now lol

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Might just go ahead and do it though

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@small cypress Oh by the way, do you apply anything to water materials during Toxic Smog? I was trying out extra green water but it just made it really bright/shiny, I assume due to the material swap at runtime maybe

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Somebody poisoned the water supply agony

small cypress
green sleet
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Hmm probably material just needs adjusting then

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Only thing I changed was hue and it made it comically bright compared to blue water

small cypress
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do you mean it looks different in game?

green sleet
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Yeah I'll grab a picture real quick

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Like it's bypassing the fog or something

small cypress
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maybe because the reflection is baked without the fog in mind?

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idk how it works actually :p

green sleet
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Yeah it's baked (Realtime kills frames 💀)

small cypress
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maybe you can replace it like with the blackout?

green sleet
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Looks fine with regular water though, and it's just a material variant

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Oh I ended up getting rid of the reflection probe for blackout, I guess I could try that too

small cypress
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idk if that's the reason, but seeing that everything is dark behind the lake and it doesn't match the reflection made me wonder

sly olive
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ima get this

fallow ginkgo
# green sleet

im so mc brained I thought this was a really dark picture of a fucking zombie spawner

sly olive
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how is work on the blizzard going? i saw an image reaaally high up that looked really cool

slender lintel
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It's out

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Or if you mean an update I'm not sure

sly olive
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is it a seperate mod

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or how does it work

scarlet mango
sly olive
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Ah ty

indigo hollow
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Could there be an option to change how much the snow in snowfall slows you down?

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It's pretty painful trying to get scrap back to the ship when you're going at 1 mph

still owl
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get someone to shovel it

indigo hollow
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Wait

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Keep cooking

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Is that an actual mechanic

still owl
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ye

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shovel clears snow

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idk how mcuh

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i forgot

indigo hollow
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Shovels actually being used as a shovel

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lol

still owl
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maybe extra config would be nice tho
like slowness multiplier (like you said) and how big of a space the shovel clears

indigo hollow
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Yea

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There will be times where you don't have a shovel anyway

still owl
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i wonder if the car clears the snow lol

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just curious

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I know giants walking around do

indigo hollow
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It does

still owl
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It's honestly such a cool mechanic

green sleet
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So when I was doing the switcheroo it was disabled

vital lotus
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So, is there any way you can tell in game what severity of Solar Flare you have? Other than just guessing by like the battery drain multiplier?

small cypress
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Colours of the aurora and the size of the flare (although this one is kinda subtle)

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There will be changes to this down the line because I wanna make the sun effect more prominent, so checking the type of flare will be way easier

vital lotus
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I see i see, niceo

grizzled chasm
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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
VoxxWeatherPlugin.Weathers.BaseWeather.get_IsActive () (at ./src/Behaviours/Weathers/BaseWeatherClasses.cs:10)
VoxxWeatherPlugin.Patches.SnowPatches.IsSnowActive () (at ./src/Patches/SnowPatches.cs:491)
VoxxWeatherPlugin.Patches.SnowPatches.FrostbiteLatePostfix (GameNetcodeStuff.PlayerControllerB __instance) (at ./src/Patches/SnowPatches.cs:175)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::LateUpdate>?-1187735042(GameNetcodeStuff.PlayerControllerB)
CodeRebirth.src.Patches.PlayerControllerBPatch.PlayerControllerB_LateUpdate (On.GameNetcodeStuff.PlayerControllerB+orig_LateUpdate orig, GameNetcodeStuff.PlayerControllerB self) (at ./src/Patches/PlayerControllerBPatch.cs:108)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::LateUpdate>?1106449732(GameNetcodeStuff.PlayerControllerB)

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There is a strong spam of errors and other things when the player starts a new save.

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01946eaa-4ce3-fa22-e3e2-df0b60ef22e1

simple fiber
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voxx you dont need to look at that one

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tonnn of errors in there before you

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looks like ghostcodes fucks up first

small cypress
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I checked, but i still don't know what could be the problem...

public static bool IsSnowActive()
        {
            return (SnowfallWeather.Instance?.IsActive ?? false) || (BlizzardWeather.Instance?.IsActive ?? false);
        }

# And in the BaseWeather class
public bool IsActive => (gameObject.activeInHierarchy && enabled ||
                                WeatherName.ToLower() == WeatherManager.GetCurrentLevelWeather().Name.ToLower()) &&
                                (!StartOfRound.Instance?.inShipPhase ?? false); // To prevent weather counted as activated in orbit

WeatherManager is static and cannot be null, WeatherName and Name cannot be null too, they are strings so at worst will be empty?
I also cannot reproduce this at all on a basic pack D:

grizzled chasm
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The RTLC mod package was also included (the localizer, it may have broken something, but it's not a fact. I forgot to add the profile to the build code)

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But I don't think he's making this mistake.

simple fiber
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Very much not you

cold dragon
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if you haven't seen that error of yours before, always assume it's not actually you

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trust me

simple fiber
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yup

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-1 offset to all errors

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The second report is your first

summer mist
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Can I apply this logic to crashes :InsertBlueZaggyEmoteThatHeLikesUsingSometimes:

simple fiber
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You can apply it to anything 😅

summer mist
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Exactly

still owl
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i added support for snowyweeds for snowfall + blizzard weather

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i imagine it will look better when the snow is made less blue

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in the meantime i might just make them more blue

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because i dont mind how that would look against the white snow anyways

sick ridge
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I like the color of the Snow in Snowfall and Blizzard Weather tbh

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it looks like actual snow

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I think making it "less blue" takes away from that, in vanilla snow is just unrealistically a pale white color

still owl
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:P

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like it looks like a different substance

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it looks great on normal moons but on the t3s it looks pretty bad IMO

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because theres like two clashing snow colors everywhere

green sleet
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Tag snow recolor waiting room plink

sick ridge
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Yeah but could a mod that just makes the vanilla snow shader match just not be made?

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Most moons reuse it anyways from the vanilla one

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So ideally a mod that alters that shader would affect all of them

still owl
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its not a shader zeekerss just made separate snowy textures for a lot of stuff

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so yea its doable

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i kinda dont wanna do that tho personally idk if anyone would

quasi quartz
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it's a great thing the game is not that realistic

still owl
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its not a realism thing i just dont think it looks very good

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it would look better if someone did what lunx said or we just got snowy color tags lol

quasi quartz
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(which btw snow is "unrealistically a pale white color")

still owl
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ahh

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mb

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me personally i really like the white snow

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it feels pale and monotone like the rest of the game

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i do not mind the blue snow tho

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its like not a huge deal to me

quasi quartz
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probably because shadows on snow make it blue

still owl
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i just dont like when they clash

indigo hollow
small cypress
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Originally I wanted to make it blue only in the shadow covered areas, but unfortunately it's impossible to obtain a shadow map at a shader level in hdrp agony
Idk how to approach this yet cuz on bright moons white will look incredibly washed out, but this blue tint on vanilla moons is annoying me as well...

night widget
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i wonder if you could change the sun animator to be a stormy one that has less bright sunlight?

small cypress
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I already do, but some custom moons don't have stormy among valid weathers, so they don't bother to setup an animation clip

slender lintel
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If you've been seeing blue snow out your window I'd have to guess it's a lighting thing. It does appear to be a bit more blue during the night I suppose?

still owl
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i can't add to this conversation

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i live in texas Lol

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snow is like an ancient relic and the last time i saw it we had no power for weeks

verbal shell
still owl
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thanks

sick ridge
slender lintel
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Ionno mane if I'm being completely truthful about what I remember seeing that stuff is

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To be fair it does get blue when you're looking into like, snow tunnels

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So I'd say you're not wrong and it seems like a mix of both

fallow ginkgo
still owl
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it just looks weird against the really blue snow

fallow ginkgo
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ahh right

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thats toggleable right?

still owl
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yea

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i also updated the texture a bit

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i dont have a ss tho

small cypress
#

Ok, so these are the tags that will be checked for to override snow and toxic smog colors in the next release, if someone wants to set their things up in advance:

  • "voxxSnowColor"
  • "voxxSnowOverlayColor"
  • "voxxBlizzardFogColor"
  • "voxxBlizzardCrystalsColor"
  • "voxxToxicFumesColor"
  • "voxxToxicFogColor"

voxxSnowColor will be used both for the fluffy snow and the snow particles

voxxBlizzardCrystalsColor is supposed to be for glowy particles you can see in the waves, RGB values here should preferably be higher than 1 to make it glow and be visible from the distance (for gameplay purposes, but still that's up to you)

voxxSnowOverlayColor is used for the overlay that gets applied on non-terrain objects and ALSO for the fluffy snow in areas where it transitions to normal ground

voxxToxicFumesColor's alpha value will determine how much it blends between the original color and yours (1 - overrides completely)

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@winter mortar @still owl @green sleet

green sleet
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Oh neat

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I was thinking of proactively adding them to the last Bozo update by guessing what they'd be named lmao

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Forgor though

still owl
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extendedlevel tag or something??

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im not very familiar with LLL's api so idk if this is related

small cypress
fallow ginkgo
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Is there a chance we can config how thick the fog on toxic smog is?

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I like the weather a lot btw, glad you're bringing over the weather from your other moon :O

small cypress
fallow ginkgo
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oh fr?

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oh didn't know that was the term of it

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coolio :3

dapper glen
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thought i'd post it here since it seems relevant

small cypress
dapper glen
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.dmp right

small cypress
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yes

dapper glen
small cypress
#

new version is up, changelog:

  • Some performance improvements for snow and toxic fumes vfx
  • Split some configs for blizzard waves (they are the main resource hog, so you might want to tweak them separately)
  • New option to make snow affected by scene lighting (resource intensive!)
  • Mesh processing and terrain meshification is now async to reduce stutter during level load
  • Ability for moon makers to change snow and fumes colors via tags: "voxxSnowColor", "voxxSnowOverlayColor", "voxxBlizzardFogColor", "voxxBlizzardCrystalsColor", "voxxToxicFumesColor", "voxxToxicFogColor"
  • Snow is more white now
  • Fixed bugs when snow appeared over blizzard fog
  • Fixed strange transparency glitches for snow when you could see through it at certain angles
  • Fixed incorrect water freezing on some moons
small cypress
# dapper glen

this is not from me directly, it seems this is caused by nav mesh rebaking somehow

simple fiber
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does your mod break if the navmesh rebakes?

dapper glen
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starlancer thinks its caused by puffers being outside

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i could turn those off and try it again

small cypress
fervent summit
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first download of the new verison

small cypress
small cypress
dapper glen
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i just did a test after removing the puffer from spawn chance outside, and didn't crash either

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something specific with spore lizards being outside is causing an exception

fervent summit
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on the ship as well

small cypress
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because this is not the case for me

fervent summit
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I'll see

dapper glen
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did testing with puffer + snowfall on some other moons, did not have the same crash from them

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might just be how starlancer's scene was set up

small cypress
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have you tried on the latest version?

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does it still happen?

dapper glen
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i was on previous version, cus newest version didnt populate in ts yet

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ill try it again with newest version when i can update it

fervent summit
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this was on blizzard but the wind stuff was still going through the cabin

small cypress
fervent summit
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oh

small cypress
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i guess cuz you did it manually and missed the dependencies plink

fervent summit
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makes sense I guess

fervent summit
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if possible I think it would be cool to have the option to have the snow texture be the vanilla one

small cypress
#

it doesn't look well, i've tried. Vanilla texture looks like snow covered ground, not like actual thick snow so when it is applied to fluffy snow it looks like strange protruding terrain

fervent summit
#

ok

still owl
#

yea i agree that would look bad i think

#

oh voxx

#

i wanted to ask

#

is the default color for snow still the same? do i even gotta be doing stuff with the tags on my end

summer mist
#

i assume tag stuff is just if u wanna change the colour no?

small cypress
# small cypress new version is up, changelog: - Some performance improvements for snow and toxic...

also another clarification regarding stutter reduction: most of the freezing comes from navmesh rebuilding for ice. Even though i use an async version that is provided by unity, it still causes freezing as if it is being run normally agony . I am yet to find a way to selectively update the navmesh only for ice (if it is possible at all)

So basically if you have super long loading times on some moons, disable water freezing in settings for now

still owl
#

oh

#

so i dont even gotta do anything prolly

small cypress
#

but it's a royal pain in the ass to make it look correct tbh

summer mist
small cypress
#

no

quasi quartz
#

its time

small cypress
summer mist
#

but what if i ask

small cypress
#

no

summer mist
#

what if i say please

small cypress
#

hmm

#

no

summer mist
#

ill sweeten the deal

#

ill add a cherry

small cypress
#

no

summer mist
#

damn

#

woulda been nice had i played lethal

#

oh well

quasi quartz
#

what if the cherry was on top

small cypress
#

too late i ate it and ran away beevil

somber hemlock
#

ideally, if parts do break, it would be good to use a carving obstacle, so that it does it during AI update, which allows PathfindingLagFix to anticipate it and pause jobs in advance

#

(not relevant if that's not part of your plans though)

dapper glen
somber hemlock
#

more specifically, I lock it in the method call and then unlock it when the async operation completes, so I also wonder just how long that lasts

#

using that during normal gameplay could be quite bad depending on how unity implemented it

#

they really like making things "async" but having them still run on the main thread, meaning that they basically just take longer and still affect frame rates anyway

small cypress
vagrant prawn
#

does support for snow buildup need to manually be added to modded moons?

small cypress
vagrant prawn
#

ahh

#

i checked out one modded moon and it didnt work, but im honestly ready to assume its just a fault with the moon since its a shitpost one and probably a bit jank

small cypress
#

What moon

#

The only rule is it has to have non artificial ground

vagrant prawn
#

likely is artificial ground

#

peter griffin house

#

tried to get a link but still getting used to gale

small cypress
#

Ah yes, it won't work then unfortunately

vagrant prawn
#

darn, that wouldve been funny

#

thanks anyway

sick ridge
#

@small cypress Got Blizzard on Auralis, the game completely froze and my pc fans went to max

#

Kinda concerned about this mod lol

scarlet mango
small cypress
sick ridge
#

It just completely froze

#

Incase it shows anything

sick ridge
dapper glen
#

its not an explicit crash right

sick ridge
#

I would consider that worse than a crash

#

At least if the game crashes it's not actively trying to kill the pc

dapper glen
#

if it was a crash you could send crash.dmp

#

dunno abt freezes

fiery siren
#

i had it happen to me once lol

#

it was on dine w blizzard

#

seems to happen randomly? cause it never happened to me after that

small cypress
# sick ridge It didn't log like anything

do you by any chance remember if it happened before or after the doors opened?
And did you just restart the game immediately as soon as your fans went full power?

from your logs it seems like it was due to navmesh rebake after water froze (but it never printed the actual time cause it appears to be shut down forcibly), everything else took a couple of ms

#

i suppose the interior is huge on auralis so it also exacerbated the problem

sick ridge
#

lol

small cypress
#

yeah ok it was navmesh

#

as a bandaid fix for now i can suggest disabling water freezing in the config temporarily

#

it will fix the problem

#

i will try to move everything before the game does its own rebake so i wouldnt even have to do it myself, but it's kinda annoying cause weather is enabled when the door opens and navmesh rebake happens before, so it's a bit annoying to do, but i'll try to come up with something later

quasi quartz
sick ridge
#

I found it nvm

small cypress
sick ridge
#

I was expecting it to be under snow graphics

#

Well ig we'll find out I disabled it as a test

small cypress
#

but yeah that navmesh crap is something i wanted to deal with anyway, it's very annoying in unity

sick ridge
#

Well we got Snowfall and it didn't die so I guess it was that

somber hemlock
#

if it froze during navmesh regeneration, I wonder if it might be the synchronization in PathfindingLagFix Beta

#

@small cypress I assume you were testing on some profile without that installed? might be worth checking

#

@sick ridge how often does it freeze when landing on that moon?

#

oh wait yeah that did happen really late, weird

sick ridge
#

Blizzard is also fine

somber hemlock
#

if it happens again, might be worth doing this, though it may take a long time depending on how much ram the game is using

#

can analyze that with WinDbg to see where it got stuck, or at least the native stacks

#

not sure if there's a way to get managed stack trace out

small cypress
scarlet mango
small cypress
somber hemlock
#

hmmmm I see

#

do you know how long before the freeze the generation would have started?

small cypress
#

It starts right when the door opening triggers, that's when registry enables weather game objects. In the log there's a line "Water freezing took 22ms" right after that I start "async" navmesh rebake.

#

Everything I do with the meshes, texture baking, etc. was done very fast according to the log so it wasn't that

quasi quartz
#

(It does look like it might be Pathfinding beta)

#

(Specifically the Lib)

somber hemlock
#

what makes you say that?

quasi quartz
#

Nothing actually I forgot I need to test without Pathfinding beta

small cypress
#

after that moment rebaking starts

somber hemlock
#

well PathfindingLagFix Beta requires PathfindingLib so if you disabled that then neither is on

quasi quartz
#

I disabled the beta first not the Lib mb

somber hemlock
#

so.. it stops happening when PathfindingLib is on and PathfindingLagFix is off?

quasi quartz
#

Hold on

somber hemlock
#

and this happens consistently with both?

quasi quartz
#

nah it's not Pathfinding beta

#

or the Lib

#

im throwing

somber hemlock
#

huh..

quasi quartz
#

I threw just StarlancerMoons, LE Beta, and Pathfinding Beta (and Imperium)

#

Auralis froze 1st time, -> disabled Pathfinding Beta and still froze -> disabled Pathfinding Lib and still froze

somber hemlock
#

ohh ok

small cypress
#

it's probably just the huge size of the interior + the moon. i ought to move everything before doors open and never touch rebaking myself :p

somber hemlock
#

tyty for the testing

#

wait has this been an issue previously with 2 story ship? doesn't that mod also regen?

small cypress
#

it may regen it earlier than i do

#

before the interior is generated i mean

somber hemlock
#

maybe

quasi quartz
#

is

#

is it possible that

#

water under the entire moon

small cypress
#

the fix is to patch one of the round start methods, but I didn't know before how to detect weather on landing before it gets activated by registry, so it runs on OnEnable now, which happens when openingDoorsSequence starts

#

but i got it a while ago, so i'll just move it into a patch

quasi quartz
#

there's a lot of water

somber hemlock
#

I think the moon NavMeshSurface is supposed to have a bounding box, but maybe that moon isn't set up with one? idk I haven't looked closely at that

quasi quartz
somber hemlock
#

that is indeed quite sizeable

quasi quartz
#

goes further than the video

somber hemlock
#

lemme check on black mesa real quick

small cypress
#

i wanted to write how it's not the problem, buuuut after seeing that video...

#

ooof

summer mist
#

async got lost in the ocean

small cypress
#

if there are no boundaries setup on that moon then... oh boy

still owl
quasi quartz
#

🔥

somber hemlock
still owl
#

i hate this tiling

#

looks so bad

#

it reeks of
uh
well
unity water lol, go figure

quasi quartz
#

I gave up trying to reach the end but it'll take multiple minutes but I can't go faster with Imperium's freecam so

still owl
#

wtf lol

#

what moon is it

quasi quartz
#

Auralis

still owl
#

how big is it in filesize out of curiosity

small cypress
#

it probably wouldn't affect the size

#

most likely it's just one stretched out plane

quasi quartz
#

shrug

#

it's moon package

summer mist
still owl
#

oh

#

i figured it was like

#

an island moon or something

quasi quartz
#

nope

summer mist
#

auralis? eh not really it's a mountainous region

quasi quartz
#

snowy

still owl
#

snowy island ;p

#

but like

#

consider someone actually doing an island moon

#

how do u compensate for this even

#

making the tiling larger wouldnt help too much i imagine

#

maybe decreasing normal strength would help

quasi quartz
#

this is probably the extent you see the water

still owl
#

ah

quasi quartz
#

It goes further but mostly just that one area iirc

small cypress
still owl
#

ah

#

that is a smart solution tho

small cypress
quasi quartz
#

how do yo ureset the imperium freecam 💀

scarlet mango
somber hemlock
#

endoxicom do you have the navmesh visualizer on Imperium enabled perchance?

quasi quartz
#

figured it out nvm

somber hemlock
#

I wonder if that is causing your freeze

somber hemlock
#

interesting

#

it seems strange that voxx couldn't repro when you did with a very minimal profile (if I'm to assume the list you gave earlier was the entirety)

#

but also this is Audio Knight's moon right?

quasi quartz
#

Evaisa-FixPluginTypesSerialization-1.1.1
MaxWasUnavailable-LethalModDataLib-1.2.2
(disabled) sfDesat-ViewExtension-1.3.0
Hardy-LCMaxSoundsFix-1.2.0
AudioKnight-StarlancerAIFix-3.8.4
BepInEx-BepInExPack-5.4.2100
IAmBatby-LethalLevelLoader-1.4.6
AudioKnight-StarlancerMoons-3.0.0
(disabled) Zaggy1024-PathfindingLib-0.0.5
(disabled) Zaggy1024-PathfindingLagFix_Beta-2.0.6
mrov-MrovLib-0.2.17
v0xx-TerraMesh-1.1.3
mrov-WeatherRegistry-0.3.16
v0xx-LethalElementsBeta-1.2.68
Lordfirespeed-OdinSerializer-2022.11.9
Rune580-LethalCompany_InputUtils-0.7.7
xilophor-LethalNetworkAPI-3.3.2
giosuel-Imperium-0.2.8

#

it stopped freezing when I turned off the water freezing

somber hemlock
#

I wanna know if the NavMeshSurface is set up with Current Object Hierarchy or a Volume

#

@ionic garnet would you be able to try creating a bounding volume for Auralis to see if that helps with these navmesh rebuild freezes?

small cypress
somber hemlock
#

yeah I'm kinda curious what the rebake looks like on a profile too

small cypress
ionic garnet
somber hemlock
#

just changing to what I hovered in that screenshot and then adjusting the bounding box to encompass the intended navigable areas

ionic garnet
#

kk, who should I send it to, you or Voxx?

somber hemlock
#

oh I mean the only person that has seemed to consistently repro this is @quasi quartz, but it can't really hurt to just release it with that change anyway imo

#

it should reduce the amount of work that the engine does when generating navmesh in general

small cypress
#

No I can reproduce this on the latest version, I guess I mixed them up before

somber hemlock
#

ah I see, then it could go to voxx NODDERS

small cypress
#

I actually cannot land at all lol

ionic garnet
#

sounds good 👍

#

not the not landing part

#

that's bad lol

small cypress
#

And on the previous terrain version it worked ok

#

So I think it may be more than just water

#

Assuming it didn't change between versions

quasi quartz
#

(there is still an unnecesary amount of water tho tbh)

somber hemlock
#

that's curious

#

I feel like for a map that big it's probably still worth making a volume, or probably even just generally for all terrain moons

small cypress
#

oh man

ionic garnet
#

it never occurred to me to lower the scale once I got more comfortable using unity lol

#

I'll address that as well

small cypress
#

i also had to account for such things anyway, so it's not your fault plink

small cypress
small cypress
#

i published a hotfix for this navmesh problem

somber hemlock
#

oh wait what is the fix on your side? thonk

#

the different hook location?

somber hemlock
sick ridge
#

Probably the water freezing stuff lol, I noticed Snowfall and Blizzard's lag were basically non existent with that off too

#

I didn't know that was the main culprit of them lagging

small cypress
somber hemlock
#

and it can't just be the bounds of the terrain, since it is going to need to include non-terrain objects as well

#

hmm I see

#

how can you know what is intended to be included without making a whitelist per moon?

small cypress
#

i do it a bit weirdly: i collect all outside ai nodes, entrances + ship position. create a bounding box around this and then inflate it by 75%

somber hemlock
#

ah hmm

small cypress
#

so far it seems to always be enough

somber hemlock
#

but only if it is set up to include all objects?

small cypress
#

wdym

somber hemlock
#

if a moon is already set to have a volume, are you overriding it?

#

this feels like a bit of an overstep to me tbh

small cypress
#

ah it will include even objects outside the hierachy?

somber hemlock
#

idk really

#

but my point wasn't about including other objects, it was about modifying a volume that someone had explicitly set up

#

tbh changing the option yourself at all feels a bit weird to me, but if this is a common issue maybe it makes sense

#

still, moon authors should be doing this themselves, not you

#

terrain based moons are almost never entirely playable

small cypress
#

i realized it will include objects even outside intended hierarchy

#

oops

somber hemlock
#

zeekerss has all moon navmesh limited to a very small area compared to the entire terrain mesh

small cypress
#

i have to revert cuz this can cause some really wacky behaviour

somber hemlock
#

yeah I mean idk how often that will be an issue, but you may have been increasing the area that has to be voxelized in some cases

#

just better to report it to moon authors imo

small cypress
#

yeah, makes more sense

somber hemlock
#

definitely good to have confirmed that that was the issue though

summer mist
#

voxx is voxelising?

small cypress
#

ok , i reverted the changes. unfortunately i cannot fix this from my side (at least for now) so it's up to moonmakers to make sure that their navmesh is not allowed to stretch to infinity and beyond

still owl
#

voxx

#

how on earth does your snow layering stuff work

#

im just curious

#

its like magic to me lol

#

like how does the snow pile

small cypress
#

it's a shader

still owl
#

ohhhhh

small cypress
#

in short

still owl
#

is it a separate mesh or does it get applied to the terrain mesh

small cypress
#

it's a separate mesh, yeah, i do some postprocessing on it to make snow look proper though

still owl
#

it looks pretty good imo

#

its kinda impressive to me

#

oh

#

idk if ive suggested this before, but if possible, it would be cool if there was some audio feedback when shovelling snow

#

just an idea

#

maybe particles too

small cypress
#

btw is snow color better now or nah?

sick ridge
verbal shell
#

🦭

sick ridge
#

I actually think it looks closer to real snow

small cypress
#

super plink

quasi quartz
#

the mix up

vital lotus
sick ridge
small cypress
#

there is a small update that should improve blizzard performance on low end machines plink

scarlet mango
#

Or, hypothetically at least

sick ridge
#

er my bad Collision lol

small cypress
# still owl what u do

changed some collision settings and limited the depth mapping camera's render area to a box around player (instead of the entire level like before)

small cypress
#

working on dynamic ice breaking plink

#

each cell will be like a destroyable platform

orchid wyvern
#

cant wait

green sleet
#

@small cypress Oh btw do you think you could add an event or something that gets invoked when LevelManipulator.isSnowReady is set to true? Didn't realize you made it async and I need to wait until after it's ready to do material swaps and other stuff

#

I do have something figured out right now so no rush, but it could be useful to others maybe

green sleet
#

Yippee

small cypress
#

have you tried playing with color tag stuff?

green sleet
#

Yee I just haven't released it yet

small cypress
#

so it works? i've never done soft deps before so i just checked that it doesnt crash lol

green sleet
#

I've only actually tested snow color + both of the toxic smog ones and it seemed to work fine

#

Changing toxic smog to be the same color as Spore Lizards' spore cloud effect plink

small cypress
#

that's great, thank you!

green sleet
#

Implying the outside spore lizards are what caused it all lmao

small cypress
#

oooh interesting take

small cypress
#

evil toxic fart 😶‍🌫️

green sleet
#

I think the fog does look a bit weird but I'll probably mess with the materials to try make it look better

small cypress
#

Oh yeah, it's pretty difficult to choose a proper color when you work with volumetric fog. i'd just temporarily place your own fog in the scene, select the color and then copy it to the tag and remove the fog.

quasi quartz
#

bee vil

green sleet
#

I think it's just fog in general, guessing due to emissiveness maybe

#

Looks alright but feels a bit too visible lol

#

Also gotta make the reflection probe show purple lights

small cypress
#

zeeks pass also messes with distant objects a bit so they look somewhat highlighted

small cypress
green sleet
#

Snow blends in better with the grass replacement after changing its color too

green sleet
summer mist
#

I love how any slightly dark opaque mesh just turns gray if you move 2 feet away

fallow ginkgo
#

ok hear me out though

#

you've got snow, blizzard

small cypress
#

it was actually surprisingly easy lol, i think the hardest part was generating an appropriate mesh and sharding it, but all relevant algos are already implemented in terramesh

fallow ginkgo
#

what about... reverse snowfall

#

starts at peak snowage, begins to melt and the ice slowly breaks away

small cypress
#

ok, that's super easy lol

#

just changing one sign

fallow ginkgo
#

(no I didn't look it up I'm smart I swear)

fallow ginkgo
small cypress
#

but i'll probably make it a random event for snowfall

fallow ginkgo
fallow ginkgo
small cypress
#

i want to add another event - "Iceover", on moons where Flooded weather is allowed occasionaly ice will cover a significant portion of the map

#

basically frozen flooded

fallow ginkgo
#

oh peaaaak

#

so it's literally reverse flooded?

#

like, instead of the main gimmick preventing you from going certain places it creates paths

small cypress
#

yeah, but also slippery plink

#

@green sleet do you actually need an event or making isSnowReady public will be enough?

green sleet
#

Action/event would be preferable since I wouldn't have to start another coroutine that checks for it before running stuff, but making it public works

summer mist
small cypress
summer mist
#

oh DogeKEK

#

im doing it eventually, the movement code is bleh, but i plan on taking the current player's movement and add it to externalForceAutoFade and that miiiiight do it

small cypress
#

there is already a slipperiness value in the code that gets used when you slide from steep hills

#

i'm probably gonna use it

summer mist
#

ah ic

small cypress
summer mist
#

i forgot abotu that one, i remember looking into it a bit and it going into like... -35 or some weird values

#

my favourite zeeker values are always the random ones

small cypress
#

lovely

summer mist
#

in schools they teach you that 0 < x < 1 for friction, in zeekerss academy they teach you x is an element of all real numbers laughsharder

#

im sure there's a reason for it turning negative atleast, probably

small cypress
#

i mean i also have some magic numbers plink

#

10 - no snow

#

0 - full snow

#

very logical

#

(it's due to a noise function in the shader)

summer mist
#

reminds me of something really funny

#

unrelated but animation events can pass integers, strings and floats

#

cant pass booleans

small cypress
#

shaders as well

summer mist
#

that feels so weird to me

small cypress
#

but in the shader you can define booleans concern

summer mist
small cypress
#

they are treated as a float with 0 or 1

summer mist
#

float? not int?

small cypress
#

yes not int

#

idk why

summer mist
#

oh apparently animation events also take an object reference

#

god forbid they allow booleans rather than me doing 1 0

small cypress
# summer mist <:deadd:1230388892557905941>

"The original HLSL came out 2002. At this time, GPUs were only capable of performing floating point arithmetic. Integers, bools, etc were simulated on top of floats. Thus, the int/uint/bool mechanics were somewhat syntactic sugar on top of a pipeline that was just floats. Later, these types became native but the old rules were still in play."

summer mist
#

huh

#

stilll kinda stoopid ngl

slender lintel
#

I'm not smart enough to fully understand this discussion but I'm led to believe I agree with xu's above statement

somber hemlock
#

I'm guessing that booleans are syntactic sugar still

#

as they are in any language really

#

afaik in most languages like C, booleans can be assigned any value representable by a u8 if you break the usual rules of the language (which in C# would require unsafe code)

visual pendant
#

i got the idea, not sure if it's possible to implement. Is it possible to convert rain particle system to VFX, so collision are processed on gpu?

#

if it's hard to implement i might try to instead use burst for coliision

#

as particle system collision is called on main thread, causing low fps when raining

somber hemlock
#

huh, why is it doing things while it's waiting for jobs? that seems strange

#

normally I don't see anything under WaitForJobGroupID

#

probably not totally relevant to optimizing it but I would be curious to see what the job workers are doing during that

#

with regard to GPU collision, as far as I know it's a very crude approximation based on the main camera's depth buffer (or a less crude one when using a dedicated camera)

#

definitely voxx will be the definitive answer on this though as they have way more experience with VFX than I do

#

would be curious to see how HDRP rendering an extra camera compares in main thread time versus physics queries for each particle

#

(and also how it does with a custom render function to simplify the rendering process for that depth camera down from the overengineering of the HDRP loop)

visual pendant
small cypress
#

In short

#

Long answer is: it would require profiling, and there are two ways of doing.

  • Capture the entire level's depth map once in high res -> store and bind the buffer
  • Have a small low res camera floating above the player rendering depth continuously

All cameras need to be orthographic, and there's a way to make it more performant by making a custom render feature (you only need the depth pass, also to overwrite transparent materials and render them into depth too), but I haven't got to this yet

#

In my case I had to do it because of the amount of particles and it was clearly better, not sure how much of a benefit or would provide for vanilla, esp in the second case

spice axle
#

it would be cool when you fall through the ice and drown you come back up as a frozen cube

green sleet
spice axle
#

just slowly slides around the ship wharg

fiery siren
#

has anyone had any issues with these weathers on wesley's moons?

opaque otter
#

got this when going to any moon with solar flare

small cypress
empty pivot
#

Just so you know, for some reason, snow pileup doesnt work on custom moons like Kast, which is a shame as its my favorite custom moon out there

#

Other than that, this is probably one of my favorite mods out there, and feels like it fits perfectly into Zeekerss's design and standard, I love it

small cypress
empty pivot
#

Also, have you ever thought of a tremors weather? Like an earthquake. More rocks would spawn around the map, and every now and then the ground would start rumbling, signifying tremors are about to start. Boulders and stuff could fall down from cliffs, and it would knock players around a bit, reduced if they are crouching. Scrap would also get knocked around and repositioned a bit too. It would also affect things interior, just less so

scarlet mango
# empty pivot Also, have you ever thought of a tremors weather? Like an earthquake. More rocks...

If anything I’d think the interior would have more impact, like falling ceiling stuff. They’d probably just have to be like concrete chunks or something generic to match different interiors. It might be difficult to know what’s a “cliff” for falling rocks. Also, it’d be interesting to have weather that’s more indoor than outdoor focused (yes there is the indoor fog and enemy infestation stuff but those are random events and indoor fog is outdoor fog, but indoors).

small cypress
neon orchid
#

is there any sort of config for htis mod?

quasi quartz
#

yes

neon orchid
#

every single moon that doesnt have a vanilla weather assigned to it has the modded weather status

#

lethalconfig shows nothing, cant find one in the files

#

you think you can upload yours for me?

quasi quartz
neon orchid
#

thx

#

much appriciated

#

"dangerous download has been blocked"

#

nvm

#

false positive from google

quasi quartz
#

for future reference, have you tried loading into a save

neon orchid
#

ok seems like there IS a config lethal configs just didnt wanna show so there was one in the configs folder, its just that windows search option sucks A##

quasi quartz
#

okok

neon orchid
#

its there search option didnt find it for me

quasi quartz
#

unluck

neon orchid
#

i cant find an option to edit the chance of getting the weather status's on the moons

#

would be a nice addition to have in future updates, considering it's in beta phase

quasi quartz
#

WeatherRegistry does choosing of weathers but

#

You'll find what you're looking for in WeatherRegistry's config

small cypress
neon orchid
# small cypress It's handled by weather registry

thanks much i tried to search keywords in the discord search option to reach my answer but couldn't get it to search for the words inside of this post and it kept searching whole of #1169056298856362105 so i gave up and asked for help

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for anyone who has my problem just disable "Weather Weights" in the Weather Registery configs.

small cypress
small cypress
#

Ok, there are some problems, but they are unavoidable. Some of the new wesley's moons have an enormously big terrain, so they aren't processed as fast as it happens usually. In this case when you land on the planet with snowfall/blizzard weather it will look normal for a while and then instantaneously change to snowy and water will freeze. At least that what happens for me on Thalasso...

I can leave it as it is OR block door opening before everything is complete, you can decide.

Unfortunately this is not possible to address from my side, the only other solution is for wesley to terra mesh the terrain, but i know it's a hassle with his amount of moons...

opaque otter
small cypress
#

thank you!

night widget
#

i wonder if it'd be possible to make a config to make terramesh apply every round instead of just during blizzard/snowfall

slender lintel
#

What for?

small cypress
scarlet mango
#

Got this when leaving a solar flare

[Error  : Unity Log] NullReferenceException
Stack trace:
VoxxWeatherPlugin.Weathers.SolarFlareVFXManager.Reset () (at ./src/Behaviours/Weathers/SolarFlareWeather.cs:604)
VoxxWeatherPlugin.Weathers.SolarFlareWeather.OnDisable () (at ./src/Behaviours/Weathers/SolarFlareWeather.cs:135)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
<EndOfGame>d__279:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
StartOfRound:__rpc_handler_2659636069(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
<unloadSceneForAllPlayers>d__273:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[Error  : Unity Log] NullReferenceException
Stack trace:
VoxxWeatherPlugin.Weathers.SolarFlareVFXManager.OnDisable () (at ./src/Behaviours/Weathers/SolarFlareWeather.cs:617)
UnityEngine.GameObject:SetActive(GameObject, Boolean)
TimeOfDay:DMD<TimeOfDay::DisableAllWeather>(TimeOfDay, Boolean)
<EndOfGame>d__279:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
StartOfRound:__rpc_handler_2659636069(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
StartOfRound:EndOfGameClientRpc(Int32, Int32, Int32, Int32)
<unloadSceneForAllPlayers>d__273:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ```
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Not sure that it really caused an issue, but figured I'd mention it.

#

I see earlier there was a report of an error on landing, which it does not appear I got

#

Aren't there a few types of solar flares or something? I wonder if it's only certain types that this occurs with

small cypress
vagrant prawn
#

aquatis seems to crash on snowfall, prob due to the mass amount of water

vagrant prawn
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ill assume its elements since my cpu usage went up to 100% and the game just immediately stopped

small cypress
vagrant prawn
#

figures yeah

small cypress
#

Thankfully by default this moon is excluded from the weather

vagrant prawn
#

oh?

small cypress
vagrant prawn
#

oh lmfao

fallow ginkgo
small cypress
scarlet mango
#

I just remembered something. In testing I’m pretty sure I got an Ogo spawn while the water was frozen. This might just be inevitable and realistically Ogo could probably break ice, but I figured I’d mention it anyway. I didn’t think to see what happens if I’m grabbed though. I guess you’d either get pulled through or land on the ice which if the ice breaking mechanic is added could be funny.

scarlet mango
fallow ginkgo
visual pendant
#

looks like visualeffects are not cleanup correctly?

#

try to look into footprint vfx cleanup process

sick ridge
#

So seems like disabling this should fix it for now right?

#

But yeah this needs fixed, this currently will stack every lobby reload you do and it causes performance to slowly get worse and worse everytime

#

I thought it was a bug with More Company.

small cypress
# visual pendant looks like visualeffects are not cleanup correctly?

oh, strange, I'll look into this plink

they are actually destroyed on departure and this cleanup is just for perfectionism's sake, so they aren't being rendered and can't actually stack up or something like this.
It's weird that vfx update takes this long tho, is it the same on the first ever landing?

visual pendant
#

i never landed

#

it's just reloading the lobby causing more vfx to update

small cypress
#

Ah ok then I understand why they aren't being cleaned that function is called when you depart from snow or blizzard weather

#

In theory this shouldnt cause that much delay tho, unless you went out to the menu dozens of times in a row. Only around 10 of them spawn during lobby start and I think it would take several hundred to get some visible delay, so I'm wondering how many times did you restart?
Also they aren't being rendered in the lobby, kinda strange that vfx graph still updates them agony

visual pendant
#

10-12 reloads probably

#

ok 11 times

small cypress
# visual pendant ok 11 times

Thank you very much for the info, I'll address it in a hotfix today and will try to profile.

Still incredibly strange to me that even 100 instances of batched VFX (that are also extremely simple - just dark static circles) take that much time... I hope there isn't anything more to it D:

visual pendant
#

well 100 instances for some reason converted to 88000 instances

small cypress
sick ridge
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@small cypress Are you still pushing that hotfix today?

#

☠️

vagrant prawn
#

blizzard on asteroid-13 honestly a vibe

night widget
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how does a blizzard happen there? there is no atmosphere? there is no clouds to snow? this is simply illogical!

vagrant prawn
#

sometimes its best to thinkn't

scarlet mango
vagrant prawn
#

there are three options: nepotism, optimism, thinkn't

small cypress
# visual pendant looks like visualeffects are not cleanup correctly?

Are you sure all of this is from me?
I did the same thing by restarting the lobby 12 times and while you're correct that they weren't cleaned up properly in this case, their amount is nowhere near 88k, its always (number of players + 2 ||(clipboard + sticky note)|| ) x number of reloads, so at 12th iteration it's just 72, which i can confirm (see screenshot). Profiling also shows around the same number (don't look at the time delay, i get pretty shit fps during profiling), so idk what's up.
Maybe you had other mods that caused something weird? I just saw that for some reason if you have imperium and it cannot activate, it causes Start callback to be activated multiple times, but it still wasn't in the thousands...

sick ridge
#

So it could be that there's a combination thing happening from your bug + MoreCompany being present

cerulean gulch
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(32+2)*12 = 408

cerulean gulch
small cypress
small cypress
stuck current
#

something is horribly wrong

slender lintel
#

Looks pretty jolly to me

small cypress
#

This is most likely from another mod breaking weather

stuck current
#

0194be1a-17ae-2874-3902-d928512fb179

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wait i think thats the wrong one

hexed sinew
#

Is the beta stable now?

scarlet mango
#

Seemed pretty stable last time I tested

small cypress
# stuck current huh i guess not idk why it says 7-7-2024

I didn't find anything that would directly cause this, other than ScanTweaks erroring out. My mod actually doesn't control how the weather is enabled or disabled - that is done on Weather Registry's side. Log says weather effect was disabled, so idk what's up. Unfortunately other than removing mods until the problem is gone I cannot suggest a solution, sorry :C

stuck current
#

alright thanks for trying to help

#

disabled scantweaks and that fixed the issue

#

very strange

past coral
#

Is there a way to reduce the player movement reduction for snow or does it scale with snow height?

past coral
#

Thats good to know
thanks

small cypress
past coral
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Won't the snow piles regenerate quickly after doing that?

#

Using a shovel didn't seem very efficient in my first test
Having a purchasable snow blower or flamethrower would be cool to blow/melt it away

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Or using the stun gun ray as a way to melt it

small cypress
past coral
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No worries thanks to your extensive config options I'll just tone down the min/max height values of the snow height to my likings

sick ridge
#

Some bugs become worse or become exaggerated in debug builds of unity when profiling the game

small cypress
#

i was also checking this in a debug build plink

sudden wagon
#

Disabling Snowfall does a funny

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Reproduced by only installing elements and dependencies

modern bronze
#

Was testing snowfall and blizzard on Ganimedes, and snow is spawning about 20 seconds after ship has landed. I was going to one of entrances and "poof!" black screen for about 1/2 seconds and snow is everywhere. I'm not a modder, but It may be due to outdoor size of Ganimedes?

modern bronze
modern bronze
small cypress
small cypress
sudden wagon
small cypress
#

yeah i found it, happens if snowfall is disabled, but blizzard is not D:

#

my bad, sorry

modern bronze
winter mortar
#

@small cypress I DMed you for some help with the snow

young pine
#

Is there a way to blacklist like certain weathers for certain moons or is that not possible

#

I tried looking in configs but couldn't find anything about that

frail prism
#

Set it to Whitelist so it only shows up on the moons you put in the config

young pine
#

I see thanks

#

👍

empty pivot
spice axle
#

does lethal elements beta work ok with wesley moons?

spice axle
somber hemlock
#

@small cypress I think this must be LethalElements right? Every GrabbableObject.Update() is allocating

#

any way you can cache this instead of calling through to runtime for each item every frame?

#

(or preferably just avoid patching items at all, idk what this is doing)

#

I guess it looks like maybe the allocations are actually WeatherRegistry's fault, but I'm sure you could avoid calling its functions every frame if you are able to react to some event instead

#

@cold dragon cc

somber hemlock
#

I wouldn't do it for something that you can expect to have hundreds of in the scene if you can avoid it

summer mist
#

Oh fair

somber hemlock
#

but especially don't do anything expensive in those cases

summer mist
#

I'll keep my late update and update patches on the player

somber hemlock
#

this is very heavy for something in GrabbableObject.Update

summer mist
#

Icic

somber hemlock
#

people can easily have hundreds to thousands of these

#

.02 * 200 = 4 ms

summer mist
#

Normalize using ship inventory tbh, but you're right

somber hemlock
#

in this save that Lunxara gave me, it is 104 items with a runtime of that patch of 1.4 ms

#

that is unacceptable

#

I think maybe Lunxara uses that

sick ridge
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No wonder my ship was so laggy

#

I do use LEBeta

sick ridge
#

Lol

#

It still affects it

summer mist
#

Okay your ship won't be laggy from that lol, it'll be bad but you shouldn't notice it, it's just bad since it's constant

sick ridge
#

Yeah

#

We utilize a mix of the Ship Inventory plus keeping some stuff on the ship so it doesn't feel empty

somber hemlock
#

wait does LethalElements not have a GitHub? I forgor, I thought I had looked at one before

summer mist
# sick ridge It still affects it

Is that because you also buy a ton of equipment and never put it in the chute? (I'm assuming it's not possible/more convenient to just leave em out but I've noticed a need for an equipment version since glitch does that too)

summer mist
sick ridge
#

cus of Solar Flare

#

Would nuking Solar Flare fix this?

somber hemlock
#

idk, one sec

summer mist
#

Doubt, but I'll let voxx and zaggy handle it

sick ridge
#

I don't wanna completely remove LEBeta lol

#

I'm hoping for a workaround solution

summer mist
#

It's bad but not that bad, I'd just put my stuff in the chute, though again I'd let voxx and zaggy handle it greed

small cypress
somber hemlock
#

why is it called in GrabbableObject.Update()?

#

also this is one allocation that is totally unnecessary I would think

summer mist
somber hemlock
#

your strings are yours, why are you allocating in order to avoid case sensitive comparison?

#

(but also a string comparison here is cursed regardless)

somber hemlock
#

why? because the weather doesn't activate until after some things are spawned that you modify?

#

why not just check if the weather is active and make changes to objects as they awake, then after it becomes active, change the states of those objects to match?

summer mist
#

I usually postfix arriveonlevel to put out the visuals warning for windy

somber hemlock
#

then you can't miss anything, and you don't need an expensive check like this

summer mist
#

It runs once the player routes to a moon before lever pull

somber hemlock
#

idk how often all of these are called, but it seems like this is kinda concerning for such a heavy method to be called so many places

simple fiber
#

(Just wanna mention at the very least you could check this once per update loop and not per item per update loop)

somber hemlock
#

the snow one is calling it twice per update per frame too

#

regardless, I know you're good at what you do, so I figure you can find a better solution, I just wanted to point this out because it is a really bad cost for something that doesn't even do anything in orbit

#

or when the weather is inactive

#

if you wanna brainstorm I'm down to help out, but regardless it would be good to reduce the impact if possible

simple fiber
#

Asking more for curiosity than a proper solution, would it be better to check if there was a change in the string then check what that change was?

somber hemlock
#

not sure what difference it would make, that's still a string comparison that needs to be done, unless I'm misunderstanding you

#

really not a fan of string comparisons anywhere though

simple fiber
#

Just didn’t know if c# could compare them in a more objecty way to avoid that stuff in general

somber hemlock
#

strings aren't interned in C#, so it will have to go character by character

simple fiber
#

i would have crucified the string check but weather is fucked territory