#SM64 Moons, Interiors, & Scrap

1303 messages · Page 2 of 2 (latest)

frosty bridge
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Castle Grounds has been updated

Changes:

  • Fixed boombox and cap disappearing when you route to a different moon

  • JLL has been added as a dependency

  • Cap item hidden in the exterior now has value

I also want to note that AdditionalNetworking (https://thunderstore.io/c/lethal-company/p/mattymatty/AdditionalNetworking/) is recommended with Castle Grounds to sync the boombox music. I'm considering adding it as a dependency, but until then, feel free to try it out on your own and let me know if it causes any issues. It hasn't for me, but I don't want to add an unneeded dependency that could cause problems for people.

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/

acoustic lantern
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the visual glitch for BBH happens in the real interior, it might be because of the cull factory mod tho, but it's weird to happen in the room where we are, usually it only works for stuff behind walls or really far away. didn't see any overlapping rooms yet (also using dungen)

An interior for WF really ? now I am really curious, I don't see many levels who could work there, maybe Hazy Maze Cave or Wet-Dry World 🤔
time will tell and looking forward to it whatever you may choose ^^

Why didn't I even think of trying to cross the slope in SSL... I think my brain just defaulted to "impossible" thanks to years of SM64 🤣
I don't mind the missing blocks roaming outside, it already takes a fair amount of time to cross the area, but yeah it would make for a nice hazard, you could even go an extra mile and make a single huge tulip snake for Klepto the Condor lol
An SSL interior would be really cool with all the hazards and quicksand found inside, hella fun (and hard) for sure.
A random thought, since the pyramid is one big room, would it be possible to actually make that room as the interior and make it doable for an employee instead of a dungeon ? I never saw a mod doing this so I believe it might not be easy to do because of how the game is made, as I said just a random thought, it also kinda defeat the purpose of exloring different layouts each time.

Host only stuff seems to be often related to LLL, I know at least 3 other mods with the same kind of issues

Taking breaks is good, there is no reason to burn yourself out, modding should stay fun ! And sometimes doing something else can spark inspiration for other projects 👍

acoustic lantern
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btw here is the bug I told about

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and what happens if you enter though the door with the ledge on the left

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same room but the ground is gone
don't mind the ghost and bracken (plz help)

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depending on the angle I can see other rooms

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and another day

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fine for now

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and if I take one step forward

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seems to only happen in this room, I believe the one I spoke about earlier (red fence with holes) had the issue because it was next to this room

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also bonus screenshot

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💖

queen fulcrum
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If only we could use it to fly

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/jk

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That would be a whole other feat in programming, honestly

acoustic lantern
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I believe having a functional cannon would be more easy to do XD

lavish citrus
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Oh if you have them spawning via SpawnableMapObjects in ExtendedDungeonFlow it's probably the thing I posted a fix for in the LLL thread plink

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They're just not getting registered as network prefabs at the moment

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An easy workaround for now is to just have the prefab in a SpawnSyncedObject somewhere (on any tile), so it gets registered as a network prefab and can spawn for clients greed

frosty bridge
frosty bridge
frosty bridge
# acoustic lantern I believe having a functional cannon would be more easy to do XD

Fun fact... The earliest beta versions of Whomps Fortress had a working cannon that you could launch out of to get up to the top faster! Problem is, it was a extremely broken for clients. I made it out of a mutilated Company Cruiser. I put the driver seat with the eject button in and by the cannon. Always wanted to try to get it working for everyone, but it was a little over my head

frosty bridge
lavish citrus
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Not sure if it needs to be done on every interior but I assume so, only downside is a turret will always spawn at that specific spot, though I guess you can justify it in the BBH interior lol

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Can probably get away with spawning it somewhere outside the playable area (like under main or something)

frosty bridge
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🤔 yeah that sounds like a reasonable compromise, wouldn't be too out of place here

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I'll have to play the actual course in SM64 and find a room that I know has it in the game, and put a permanent one there for now

acoustic lantern
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iirc there was 4 of them
one in the room outside the main bulding before the elevator to go down
one on the roof level behind a painting
don't remember where are the others tho x_x

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let me check a map

frosty bridge
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Oh yeah! Okay, I definitely know where I'm putting it now

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Thanks!

acoustic lantern
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Glad to help ^^

lavish citrus
frosty bridge
frosty bridge
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Had a platform at the top you would land on (not featured in the video) not sure how much time it really saved, but it was fun

acoustic lantern
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that was a clever use of the cruiser eject feature tbh.
probably could save more time and don't need a platform if the cannon was tilted a bit 🤔

loud oar
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The wario apparition as an enemy for this mod could go so hard.
EDIT: If this actually does get made into a reality, let me know so i could give possible suggestions for the mod.

glad void
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absolutely adore all of these mods

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boos haunt and castle grounds seem to commonly have the entrance teleport mismatch thing happen though, dont really get it with any other modded moons

frosty bridge
frosty bridge
frosty bridge
queen fulcrum
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The Boo can have the special quirk of slowly no-clipping through walls, floors, and doors on their way to the player

acoustic lantern
queen fulcrum
humble hare
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OH! I beleive the MAOY School moon does this. I don't play there often though.

glad void
frosty bridge
queen fulcrum
frosty bridge
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Would be pretty awesome to have them just pop up out of nowhere

humble hare
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When we dropped the invisible items up by the ladder, they reappeared. Originally I thought things clipped out of the level, but now I know they're just invisible down here for some reason.

frosty bridge
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Huh, unfortunately Unity Editor outright stopped working on my PC last time I updated it but whenever I get it to work again, I'll investigate

native pecan
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Not certain what mod at one point needed it to be added tbf. Might wanna add that as an incompatibility somewhere under a lil' more testing. Otherwise loving the stuff still. yoiled

frosty bridge
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Wonder what exactly that does/what I did in the last update that causes problems 🤔 Well thanks for the update! I'll try it out and see if I can get it to play nice

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Seems like it's a known issue with that mod and certain interiors, but it has to be fixed on my end from what they wrote on GitHub. Gonna ask if they know exactly how I can fix it on my end since I'm not sure what isn't configured properly

frosty bridge
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Did a little research and found the solution. Not too complicated, but I don't think I can get it out right away. Turns out all the exits from inside the interior are spawned differently from how vanilla interiors do it, which can cause a few problems that I've noticed by playing these moons, so hopefully this fix will fix other issues too (like it looking pitch black outside when you're spectating somebody and they leave the interior)

frosty bridge
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Castle Grounds and Big Boo's Haunt have been updated

Changes:

  • Fixed broken main entrance when LethalPerformance is being used (@native pecan @glad void @humble hare sorry for the pings but whenever you land on these moons next, if you wouldn't mind verifying that this actually works, thanks!)

  • (Potentially) fixed the sky appearing black when spectating another player that leaves through the main entrance

  • The return of the Mr. I turret (which hopefully works now)

Also, thank you for 300k downloads of Castle Grounds and 100k downloads of Big Boo's Haunt!

This took less tinkering than I thought, as I thought I would have to modify each fire exit too, but it turns out, it was just the main entrance (I forgot you guys said that a while back.)

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/
https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/

true bramble
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I didn't get an "entrance teleport mismatch" popup this time, so I think it worked

queen fulcrum
frosty bridge
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Cool, thanks! I also tried pacoito's suggestion for the Mr. I turret, but like the terrible modder I am, I didn't test it with other people, so do tell if that works the way it's supposed to (if clients can see it, it was host only before) and if it doesn't work, I'll remove it much quicker this time. In theory, it should work, but, you know...

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There's always a chance I didn't do it right lol

dreamy torrent
frosty bridge
acoustic lantern
humble hare
frosty bridge
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Excellent, thanks!

frosty bridge
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New LC update is out I see. I can't test my stuff out for another day or two, but lmk if there are any major issues that you see. I know my maps won't show on the radar anymore (both the moons and the custom interiors I think) until I figure out how to make it work with the new system, and the other new additions won't spawn on mine yet. I don't currently have a timeline on updating but I'll share when I do

frosty bridge
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So I'm having a lot of trouble getting my projects patched for v72. I'm probably going to give up on that for now, which means I can't add the new enemy to my moons. I haven't even seen it yet anyway, so I'm unsure if it would even be a good fit. Regardless, I am working on a band-aid fix for the radar. I know Batby is working on auto-generating radar images for interiors, but I think I found a way to get something going on my own, at least for the exterior. However, it won't be green lines like vanilla is. It'll still look like the original radar

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Might be able to have the fix out tonight or tomorrow

frosty bridge
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All moons have been updated

Changes:

  • Exterior now shows on radar on v70+

The method I used to show it may cause performance issues, and it may look strange on versions prior to v70. I haven't experienced the former or tested the latter, so if either is a problem, let me know.

Interior updates will take a little longer to do, but I'll work on those ASAP.

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/
https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/
https://thunderstore.io/c/lethal-company/p/RealeStudios/WhompsFortress/
https://thunderstore.io/c/lethal-company/p/RealeStudios/ShiftingSandLand/

analog trellis
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More than two players cant join for some reason when usinf castle grounds

frosty bridge
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Also, any logs?

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I can investigate tonight, I'm at work now

analog trellis
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Its just the fog of death

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Maybe this

frosty bridge
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Unless they changed the way scrap spawns, that shouldn't be an issue

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The code itself hasn't changed for a while. Last I used the moon in gameplay was before v70 and it worked with multiple people. I'll try tonight using v72 and see if anything happens. Can't imagine what mine is doing that others aren't but I'll take a look

frosty bridge
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Anyone here use Castle Grounds and Mirage together, and if so, do you have an issue where the masked enemies don't repeat voice lines?

frosty bridge
analog trellis
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Its a v69 pack

native pecan
frosty bridge
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No worries! I saw a message from.January saying they weren't working together, but I think its another mod that was causing it as I haven't had any problems. Thanks!!

frosty bridge
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Castle Grounds has been updated

Changes:

  • Interior now shows on the radar in v70+

Big Boo's Mansion radar update coming soon (ish.) Same for CG bug testing. Didn't have any problems hooking up 4 people in LAN mode with CG and v70, but I haven't tried the modpack code yet. I'll try to get to that tomorrow

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/

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Just uploaded a very minor patch to change the color of one of the rooms on the radar

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Still haven't gotten the chance to play v70 with other people yet, so I'm not sure exactly how the vanilla interior looks. Tried to match the color scheme with screenshots I saw elsewhere in here, while also giving certain things unique colors (different floor types, higher floors vs lower floors, etc.) Feedback is welcome, and I may adjust after playing on it for a while myself. At the very least, it's visible lol

frosty bridge
frosty bridge
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All moons have been updated

Changes:

  • Fixed ship lights turning off when turning on the Television

I just noticed a glaring error I made. The project template I used for the DLLs in these mods have an example patch that turns off the ship lights every time you turn on the Television. I never noticed it, so these moons added that patch in. This is no longer the case. Apologies lol

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/
https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/
https://thunderstore.io/c/lethal-company/p/RealeStudios/WhompsFortress/
https://thunderstore.io/c/lethal-company/p/RealeStudios/ShiftingSandLand/

true bramble
frosty bridge
dense phoenix
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example patch strikes again plink

nocturne bronze
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@frosty bridge hello, do you take suggestions for moon ports???

frosty bridge
nocturne bronze
frosty bridge
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I have to use AssetRipper, and I fear a moon like this one won't rip properly depending on how they made it. Anything that uses ProBuilder for the models has given me grief, and my only option would be to model it from scratch, which I can't really do since I suck at modeling. But I haven't tried it yet, so it's not off the table

nocturne bronze
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its fine if you cant do it

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tbh looking at the images again

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it actually looks pretty rough

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i just like the elevator ride

analog trellis
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Do I need this?

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since these are lethalexpansion ports

frosty bridge
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Nope! These ones are actually made from scratch. The LethalExpansion ports don't need them either as I have them patched for v60+

humble hare
brittle turret
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I KNOW ITS NOT THE TOPIC OF THE THING BUT LIKE

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HOW TF IS THAT GUMMIGOO TALKING AS HES TALKING

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HOW

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IS IT TALKING HEADS COMPAT???

humble hare
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No. That's just a jaw component.

brittle turret
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THATS FUCKIN COOL

humble hare
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There's a tutorial for it.

brittle turret
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HOW COME MORE MODEL SUITS AREN'T USING MORE OF THIS

humble hare
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My Void Cat one does it too.

humble hare
brittle turret
humble hare
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But it's not the ModelReplacementAPI's fault. Unity is just weird.

brittle turret
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Ah makes sense

humble hare
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I'm exaggerating a little, and the people over in the Model Replacement API thread (where the tutorial I used is pinned) can help more.

frosty bridge
humble hare
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It's fine. I'm curious why that one is different, but I don't know the DunGen stuff at all. Walking into that area when there isn't an overlap also causes the tile to visually deload (in my pack), which is probably due to CullFactory deeming you to be outside of the tile, and farther than the config'ed number of tiles away. So I guess the back of the tile isn't properly bounded somewhere?

frosty bridge
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Oh interesting, that would make sense. I still don't fully understand DunGen. I'll take it out of the generation tomorrow morning and then spent some time trying to figure out how to get the bounds to work properly

frosty bridge
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Castle Grounds and Big Boo's Haunt have been updated

Changes:

CG:

  • Potentially fixed overlapping/disappearing tiles with slide themed star apparatus room

  • Fixed light fixtures sinking into the wall in Endless Stairs room

BBH:

  • Potentially fixed overlapping/disappearing tiles with arrow shaped pit room

I think I finally figured out how to work DunGen bounds, so if you guys find any other rooms that overlap or mysteriously disappear when using CullFactory, do let me know. I know there are other rooms that have done that for me with CG, but I don't remember what they are, so if I find them again, I'll fix them.

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/
https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/

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I'd also love to make more basement-themed rooms for Castle Grounds as that area can get repetitive sometimes. Don't really have any ideas, so if any of you creative people have suggestions, I'm all ears

frosty bridge
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Only took me 8 months but I think I finally figured this out lmao

vapid storm
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Ayyy

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we love to see it

frosty bridge
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The top of the tile went past the bottom of the tile, so the bounds weren't right. I think CullFactory didn't know what to do with that and hid the tile when you left the bounds but weren't yet in another tile? This is what happens when you don't make all of your tiles uniform sizes lol

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Probably should just go room by room and check all of the bounds because I'm sure it's more than two that are fucked up

acoustic lantern
native pecan
frosty bridge
frosty bridge
native pecan
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👀

frosty bridge
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Extremely premature to be sharing lol but the wheels are in motion

native pecan
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YOOOOO thats sick...

main oyster
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I better see Dorrie swimming around in a big water cave room

frosty bridge
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If I can figure out how to make players stick to moving objects, then you'll definitely see Dorrie swimming around in a big water cave room

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That and making animations sync up properly lol

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All these things I've been meaning to do for almost a year now

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Only thing that frightens me is I don't know how well DunGen will handle so many big rooms. I've got a feeling it may be a problem, so creative liberties will likely be taken to make it fit in LC lol

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I can't wait to make a little labyrinth full of toxic yellow haze

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Its just that making an interior is so much work for a lazy person like myself

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And I only have the main entrance and a very basic hallway done lmao so if it happens, it'll probably be a few months out

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I forgot I had better pictures after I installed the lights

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Just needs more death pits and that'll be one room done

acoustic lantern
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you can always take a small chunk of the Princess' slide as a base, the whole thing is... yeah kinda nuts XD

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and HMC ? let's goooooo !!!

frosty bridge
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Big Boo's Haunt has been updated!

Changes:

Elevator overhaul!

  • Players now stick to elevator properly

  • Other players no longer appear to float in midair on the elevator

  • Items still don't stick properly, but a shelf has been added on the back half to store items on

Thanks to @lavish citrus again for the help

Still don't know why items won't stick properly, but at least they won't get all stretched out like they used to lmao

https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/

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Pretty sure this is finally resolved but if by chance it happens to you, do let me know ASAP

lavish citrus
frosty bridge
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I kinda think it would be a fun gimmick to stretch the player intentionally on like a weird moon or interior

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Would probably catch a lot of people by surprise lmao

frosty bridge
wild obsidian
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i personally aint, but an old colleague of mine sure is

frosty bridge
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Finally figured out how to use the GoldenEditor to rip models properly so I think I'm gonna go for a Dam moon, Facility interior, GE themed scrap

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Imagine jumping off the dam and ending up right in the bathroom vents

acoustic lantern
frosty bridge
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Finally finished it and Perfect Dark on 00 Agent/Perfect Agent respectively. Makes me really wanna do GoldenEye themed shit in LC lol

acoustic lantern
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Taking maps to do the moons should be the easy part
The interiors I have no idea tbh, there isn't that many hallways variations in those games, should be fine for the rooms tho
Heck you can even draw inspiration from the maps in multiplayer mode
Also GG for finishing both games in these settings, I remember it was far from easy especially a few missions x_x

frosty bridge
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Yeah I think the moon should be okay. Some of the textures are a little weird but nothing that can't be cleaned up

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I have the whole model for the Facility. Don't know if it'll be much fun, but I could do a static interior that has the original layout every single time. Not sure if there are any interiors like that but maybe its worth a shot 🤷‍♂️ just not sure I have enough ideas for rooms that use the style but fit with LC's level generation. It's all just ideas now anyways. Also thinking about doing the Severnaya Surface as a moon with a Bunker interior. I think that'd be cool too lol

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And yeah it was pretty fucking brutal lol but I wasn't playing on original hardware which sort of helps, at least with framerate issues. Did GoldenEye on the Switch with a custom twin stick control scheme and did Perfect Dark with the PC port, which is incredible BTW if you like that game too. Definitely worth playing if you like GoldenEye. Hard to get used to a different setting at first, but its every bit as fun as GE and a bit more advanced too

acoustic lantern
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I haven't seen a single static interior in LC aside from the main entrance room, I assumed it wasn't possible. I believe it could be fun and refreshing tho.
Moons with scraps outside are pretty rare as well

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Regarding GE and PD I did them both on my N64, the controller isn't that bad when you grew up with it, granted I don't handle it the normal way lol
Good times x)

frosty bridge
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Might try it! Might be cool lol

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Oh don't get me wrong I love the n64 controller! Haha I grew up with it too!

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It's quirky, but when developers like Rare knew how to work it, they made good use of it

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The different control schemes are so forward thinking

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Especially the two controller mode. It's basically the same as using the Switch controller at that point, just more of a hassle to set up lol

acoustic lantern
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The one bad thing would be the stick and the blisters caused when you had to rotate it for a while (curse you Mario Party ! lmao)

frosty bridge
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Lol my control sticks were destroyed from those minigames

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I just had to put new sticks in them

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Finally found aftermarket ones that are pretty similar to the original, but they're definitely still more sensitive than the OG ones

frosty bridge
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Just realized I missed the one year anniversary of my version of Castle Grounds and Big Boo's Haunt!

I uploaded a deprecated beta of CG for my friends to test out on 7/16/24 and I released it publicly on 7/20/24. the BBH beta was released on 7/20 as well.

I didn't think the project would expand to be what it is now with expanded interiors, multiple moons, custom scrap, and even a couple of interiors! I had never 3D modeled anything serious before, so the interiors are something I'm especially proud of as I modeled it all from scratch. I like playing the CG interior more, but I'm very happy with how similar the BBH one looked to the original game. The CG one was harder to make look authentic, except for the Clock Room, Endless Stairs, and the Mirror Room, which were almost 1:1 (except for the fact that LC doesn't really handle mirrors well, so I had to use the DS version for inspiration (where you can use a blue cap to walk through the mirror and use the door on the other side for a secret star.)

One day I would like to try making the CG interior a little bit more linear. I think adding a few extra doorways may help to add some twists and turns, so long as the long hallways don't intersect with each other.

Today, however, is the one year anniversary of Whomp's Fortress! I can't wait to get the interior I have planned out for this. It's at a standstill, but hopefully one day I'll pick it back up.

I've had so much fun working on this, and the feedback you guys have given me has been invaluable! It's been so cool to see other people enjoying something I made.

Thanks for everything! Hopefully another cool project will come along some day soon. I'm taking a break from major mod projects until inspiration comes naturally, as I really haven't had a lot of time to play lately anyway.

unkempt pawn
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thank you for your hard work 🙏

acoustic lantern
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I know the wait will be worth it, take all the time you need for your break until you feel like going back to your passion project(s) 👍
And also happy birthdays for the SM64 Moons 🥳

frosty bridge
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Hey everybody, it seems my modpack is finally working with v73, so I was able to test out my stuff in the new version. Seems the only issue is the water looks very dark and strange unless you shine a light on it. I'm not sure if a new project patcher is out yet, but last time I tried to upgrade this project, it completely broke it. This may be an issue for a while as I'm not sure if I'll be able to get the project updated for v73, but if I make any progress, I'll certainly share here

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Apparently updating the Unity project may be enough without having to repatch for v73, so I'm going to give that a whirl. Not sure if it will fix the water issue but it's a step in the right direction at least

frosty bridge
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Updating the Unity project fixed it! I'll push an update to all the moons shortly

frosty bridge
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frosty bridge
frosty bridge
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Hey everyone, I just pushed an update to all of my moons. It has come to my attention that at some point, LLL removed LethalLib as a dependency. LL is required for all of the moons. Without it, you can land, but you can't enter the building (at least on CG and BBH.) Custom scrap for most of the moons won't work without it either. I should've had it as a dependency from the start, but I figured since LLL had it as one, I didn't really need to. Lesson learned! LL has been added as a dependency for all of the moons. Any people using a new, bare pack should have no issues running the moon now.

dense phoenix
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Imo if you need a dependency in your mod then you need it in the manifest of your own mod, even if another of your dependency has it already
This prevent potential update from said dependency to break your dependency (if that make sense)

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anyways, glad its fixed!

acoustic lantern
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I don't think a lot of modpacks would not have at least one mod with LethalLib as a dependency, but better be safe than sorry !

frosty bridge
frosty bridge
frosty bridge
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It has come to my attention that the Facility from GoldenEye as well as a broken RC-P90 made an appearance in the latest Big Boo's Haunt update. I will be patching this out later tonight when I get home from work, but if you come across it, refrain from grabbing the gun. It breaks your character controller I'm told

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Also, if you do venture into the Facility, you won't be able to leave it, so make sure someone is manning the teleporter

frosty bridge
frosty bridge
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Castle Grounds has been updated

Changes:

  • Snow and ice have melted

I don't know about you guys, but I'm getting very sick of winter. Fired up LC for the first time in forever and noticed I left Castle Grounds frozen! Fun for a while, but I start to miss the regular colorful version pretty quickly.

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/

frosty bridge
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Whomp's Fortress has been updated

Changes:

  • Wind noises no longer play inside the building

  • Most fences can no longer be walked through

  • Doors now use models from SM64

  • Thwomps are louder

I've been meaning to do this stuff for a long time, just never got around to it. This moon has needed a little bit of love for a while. Some things still need tidying up, but it's getting there.
I haven't forgotten about the interior, I just haven't had the time/motivation to work on it. May pick it back up again one day

https://thunderstore.io/c/lethal-company/p/RealeStudios/WhompsFortress/

acoustic lantern
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Take your time, no need to rush 👍

frosty bridge
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All moons have been updated

Changes:

All moons:

  • Fixed ship monitor video not playing

Castle Grounds:

  • Dogs no longer spawn right at the start of day

No longer will you be running from dogs while trying to grab your stuff from the drop ship! This moon was supposed to be hard like the original version was, but not quite that hard.

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/
https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/
https://thunderstore.io/c/lethal-company/p/RealeStudios/WhompsFortress/
https://thunderstore.io/c/lethal-company/p/RealeStudios/ShiftingSandLand/

edgy stratus
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Hey everybody! I took a Discord hiatus and needed to make a new account.

Visiting all this since v80 came out, I see the moons seem to work but the interiors don't. Have to get my project updated and as soon as that happens I'll try to get the interiors running. May take a crack at it tonight

lavish citrus
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Also if repatching a project you'll need to delete the older AssetRipper since it goofs up trying to replace it

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And after patching is done you wanna delete the folder in Assets\LethalCompany\Game\Scripts\Assembly-CSharp\DunGen, since those aren't being used anymore plink

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Updating interiors is a bit more involved than moons

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For moons you only have the RuntimeDungeon and UnityNavMeshAdapter components in the scene missing

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But DunGen assets (due to switching over to a new .dll) will all lose their references plink

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Also make a backup before doin patching stuff plink

edgy stratus
edgy stratus
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I used paid dungen. Wonder if that will transfer over or if it'll still get fucked up. Fingers crossed I guess

acoustic lantern
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Glad to see you back o/
And yeah updates are great and all but having broken mods after them isn't fun for the modders :/

edgy stratus
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Yeah definitely

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The head banging continues

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Hacked my way into a patched project and all my scripts are broken across all my moons

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This project is really old and was made with AudioKnight's first tutorial and and old patcher I think

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Using a new patcher left some stuff pretty wonky

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Probably gonna have to take a day to comb through every object and fix everything one by one

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Thank God for the GUID Reconnector

lavish citrus
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Couple things I gotta make sure it remaps correctly but ye

lavish citrus
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Generates a JSON file that I can read with that thingy

edgy stratus
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Sick! Looks like exactly what I need. Got frustrated and walked away for now but I'll give this a try when I come back to it.

edgy stratus
# lavish citrus

Is this part of the itolib dll you get from the Thunderstore or is it something you just have on your end? I have itolib in my project but I don't see that menu option

lavish citrus
lavish citrus
edgy stratus
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No rush

edgy stratus
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Progress! Much to be done but thanks to pacoito I've got the interior loaded in v80!

edgy stratus
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Been struggling with some baffling issues, but I have a couple more tricks up my sleeve. Not sure when I'll have time to take another crack at it, but I'm hoping to get something working within the next week or two.

I used the paid version of DunGen to make my interiors, but I think a version mismatch between my paid version and the one Zeekerss used was giving me problems. The fine folks at Aegon Games were kind enough to share the version of DunGen that Batby says Zeekerss used, so I'm hoping that will solve my issues. If not; back to the drawing board. My project has been pretty janky for a while, so getting it updated for v81 is proving to be a chore!

edgy stratus
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Has anyone tested these interiors with the DunGenReferenceFixer? Does that work? So far it's looking unlikely I'll be able to get them updated to v80 without a serious overhaul, which I don't have a lot of time or motivation for. I have one more quick fix I'm going to try when I get the chance.

I haven't even tested the BBH one yet, but I know the CG one is having some serious issues. I would hate for them to be lost to time, so I haven't given up yet, but I'm getting damn close to doing so

edgy stratus
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I have one more avenue I'm going to explore for these interiors, and if this fails too, I will deprecate the interiors and rebuild the moons for v80 without them. Everything works except for the fire exits. It will link a random amount of them up and the rest will be blocked. On paper, everything seems like it's built correctly, so I can't figure out what the problem is.

I'm going to try making a basic test interior from scratch and see if I can get the fire exits working properly in v80. If so, then I'll try adding in bits and pieces from the interiors I've already made and see if I can't figure out what's broken.

The v73 builds also don't work properly with the DunGenReferenceFixer for some reason. They have the same fire exit issue

brittle turret
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SelectableInteriors did get updated

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so I can force your interiors and see

edgy stratus
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That would be great if you can, Thanks!!

brittle turret
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Yee! I’ll do it right when I get home from work tonight!

edgy stratus
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Oh hey @dense phoenix what did you think of Metroid Prime 4? I had some gripes with it but it was still a solid game. Thinking about diving back in for a Hard Mode run

dense phoenix
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Ohh well i enjoyed it, it's a pretty good game but I still prefer playing Prime 1 and 2, the gameplay is nice but not that unique, and the areas are really well made but a bit too easy compared to previous Metroid games (the game itself is a bit easier). Still a solid game with pretty good moment but not the best game of the series imo, what do you think ?
I also played a bit in hard mode but it's really hard, so i forgot it one time and now im lazy to restart it lmao

edgy stratus
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Yeah it's a high bar with the first two games. I could've done without the supporting characters. Didn't find the suits very exciting. The psychic mechanics were fun though. Most of the game looked really nice. Didn't care for the desert much. Basically the same complaints everyone else has lol but there was enough of it that felt true to form, so I was happy

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My concern after Prime 3 was that they would keep going with speaking NPCs, and that's exactly what they did lmao. Its not something I'm looking for in a Prime game. Prime 3 still was good, but I think less fondly of it than I do the first two

edgy stratus
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Castle Grounds has been updated

Changes:

  • Updated for v80/v81

  • High/Low Altitude audio works properly now

  • The interior works properly in v80+

Man, this was a pain! Easily the hardest game update to deal with yet. The others will come soon now that I've figured out what I was doing wrong.

Massive thanks to pacoito for getting this going. He got me over the first massive roadblock, which I certainly wouldn't have been able to do on my own.

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/

brittle turret
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Oh shit nice

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wait what am I doing

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I should have a bigger reaction

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ehem

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WE ARE SO FUCKING BACK

hot charm
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Oo very nice!! Thank you so much!! Castle Grounds is a staple in my modpack ❤️

native pecan
edgy stratus
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Glad to hear, thanks everyone!!

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I was drifting off to sleep and then I had an idea. I never liked the idea of having to go up a ladder to get out of the moat fire exit because you can't bring two handed objects. What do we think about a warp pipe system? I'm not sure how to tweak the spot it brings you yet, so it brings you right to the ship, which feels like an over correction to me. Maybe a little bit cheap. Kinda neat though. I have a script I was working on for the Goldeneye Dam that breaks your fall so you don't die when jumping great heights, so the ladder can be done away with and you can just hop in the moat like actual SM64

native pecan
edgy stratus
edgy stratus
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Big Boo's Haunt has been updated

Changes:

  • Updated for v80/v81

  • Interior works again

  • Added wind noise outside

  • Boo sounds stop when entering the shack outdoors as it does in SM64

  • Replaced fire exit door model behind the building with SM64 style one

  • Fixed main entrance so more than one door can open up

  • Made that one really unfair deathtrap tile with the red grates much more rare

Known Issues:

  • Lighting is a bit off in the interior. Investigating

With this and Castle Grounds, let me know if you run into any issues. Should be on the up and up, but these were quite big updates, so it's possible I missed something.

||(This update does not include the spinning merry-go-round as it was rather jank and would break your inventory slot if you dropped something on it)||

https://thunderstore.io/c/lethal-company/p/RealeStudios/BigBoosHaunt/

edgy stratus
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Damn, just noticed that file sizes doubled for both of these moons! I'll try to slim that down as soon as I can.

edgy stratus
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Castle Grounds has been updated

Changes:

  • Reduced file size by ~40mb

  • Changed interior lamps to use SM64 models instead of the vanilla Mansion ones (except the chandeliers, I think those fit enough and I don't have a better replacement)

  • Dependency bump

The interior lamps are the same model as those above the fire exits, but bigger and rotated diagonally. It looks more appropriate, but hopefully it doesn't make it confusing amongst the fire exit lights. I may need to adjust positioning/sizing to differentiate it a little bit more. Open to feedback as always

https://thunderstore.io/c/lethal-company/p/RealeStudios/CastleGrounds/

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Been on version 5 for a year and a half now! Would love to get a big content update out. I do have some ideas; just need to get around to executing them. One of them is quite ambitious, but I love the idea of it... In the meantime, I still have to get Whomp's and Sand Land updated. Have some big ambitions for those too

acoustic lantern
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those updates are so fire 🔥
I really need to replay LC now

edgy stratus
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Me too! Haven't played in a long time

acoustic lantern
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Just tried a quick solo run to see the new stuff, really love the boo merry go round x)
managed to fall to my death when taking the elevator, forgot to jump... again...
Lightning was "fine" well as fine as the last main game update made it, interiors are a fair bit darker now
I also believe the moat idea is very good, I'm fine with the warp sending back to the ship or somewhere else plus it's not without risks, dogs could be on the ship as you warp x)

edgy stratus
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Lol I wonder how many people use the ladder and if I should just get rid of it and make the platform fill the entire hole

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But it is Lethal Company after all. You're supposed to die in silly ways

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I think the warp pipe solution will require code, so I'll have to ask those that know how to code to help me. I know how I want it to work, but I don't know how to turn it into a reality

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Now if we can get fireballs to shoot at you, we'll be in good shape

rain galleon
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Heya! Bit of a strange bug report but using any of the SM64 moons alongside Mone's Interiors (specifically the Haunted Attic) causes the attic interior to generate on top of it causing the client to get stuck a lot.
This only happens for the client seemingly; as the host is fine. This is a consistent issue and only happens with the attic. This also goes for BBH (I just got these images on CG)

I tried bringing it up to the Mone's thread and it was suggested that it was the interiors faults somehow? I'm not sure. Regardless of who's fault it is, could be nice if either sides devs looked into it. EmployeeBag

edgy stratus
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I don't see what I could've done to have caused this. I haven't used those interiors before either

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Which interior does the host see?

rain galleon
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Ah. In this case I'm actually the client lol. I make the code and send it to the host, though I can say we have a ton of mods (like at least 200+ but I can later try with just the interiors and sm64 stuff to see lol) though currently I'm not home so I can't provide the code.

Host sees just the sm64 interior and doesn't collide with the bugged second interior.

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Its possible it could be some other mod, but we've never run into anything like this on any other moon, or with any other interior.

edgy stratus
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Ahh OK! No worries! I'm not going to be home all day either so probably tomorrow night I can check it out. I've had interiors get desynced before but I've never had two generate at once for someone. That's a new one for me lol. I haven't really tested my stuff in multiplayer on v80+ so it's possible something wonky happened I suppose. A lot of under the hood stuff got changed around in my project with this update

rain galleon
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I believe I've had similar issues with desynced interiors. Be it completely different, or the same type but the layout is bugged. But yeah the double up is really strange lol. I'm hoping its just some thing with v80, or some weird thing that isn't that hard to fix.

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I'll check it out later and try to get some more info like if it is just a quirk with the 2 mods + dependencies, or if it is some 3rd wheel mod that's causing it.