#RebalancedMoons + Atlas

1 messages ยท Page 17 of 1

tawdry peak
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I meant what I said though for the most part

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But anyways, I'll have to try this one out

sinful jungle
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to go into more detail here, lethal resonance typically just replaces sounds with higher quality samples that still kind of have the same direction as the vanilla game, i like that

but early on, a lot of the enemy sounds were.. really bad.. brackens sounded like banshees, dogs were really annoying sounding.. eventually i think a lot of the enemy sounds were updated using the original samples that zeekerss used, but spiders for some reason never got updated, when you hit them instead of making a crunch sound like in vanilla it makes some weird fantasy monster scream and its just kinda offputting lol

crisp mango
sinful jungle
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hehe

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I apologize for yapping I just really like resonance

crisp mango
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I have to look for better samples

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cuz it will be "kinda" hard making the sounds on my own lol

obtuse mortar
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classic

sinful jungle
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lolll

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oh my god the apparatus bug

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you know

crisp mango
sinful jungle
obtuse mortar
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mrov's mod fixes that afaik

crisp mango
obtuse mortar
sinful jungle
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the one mrov made is kind of bandaid fix

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it still buzzes while you're carrying it

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because he didnt fix the underlying issue

obtuse mortar
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whats the underlying issue?

sinful jungle
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he just made it so it stops playing sound when dropped in ship

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idk yet

obtuse mortar
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oh lol

sinful jungle
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i havent looked into it

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i imagine the rpc is just broken

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bc it only happens on clients

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It might be that the game just doesnt have a client rpc for stopping the apparatus sound when you pull it actually

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because im pretty sure it happens consistently

obtuse mortar
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I'd look into it but I cant rn, easiest way is just seeing what audiosource it is and looking at what the code is doing

sinful jungle
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if i can manage to do it w/o a network handler then ill try to pr it into butteryfixes

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iirc there is a lung pulled client rpc so it should be an ez fix

sinful jungle
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actually

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@cunning steeple can you open source apparatusfix

cunning steeple
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is it not ๐Ÿ˜ณ

sinful jungle
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nope!

spice igloo
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mrov...

sinful jungle
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i wanna make it like actually fix the issue tldr xd

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you kind of fix it

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i want to really fix it tho

spice igloo
#

can you open up your heart to me morv

sinful jungle
#

HES MINE

cunning steeple
#

no heart here

spice igloo
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i just wanted to eat his heart

glossy wren
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tried this mod with my crew today. nice

cunning steeple
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bruh

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lmao

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wheres the code

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[HarmonyPatch(typeof(GrabbableObject))]
  public class Patch
  {
    private static bool ShouldReturn(GrabbableObject item)
    {
      if (!item.isInShipRoom)
      {
        Plugin.logger.LogDebug($"{item.__getTypeName()} is not in ship room");
        return true;
      }

      if (item.__getTypeName() != "LungProp")
      {
        Plugin.logger.LogDebug($"{item.__getTypeName()} is not a predefined type");
        return true;
      }

      return false;
    }

    public static void Disable(GrabbableObject item)
    {
      if (ShouldReturn(item))
        return;

      if ("LungProp" == item.__getTypeName())
      {
        Plugin.logger.LogDebug("Disabling sound of LungProp");

        LungProp itemLung = (LungProp)item;
        itemLung.isLungDocked = false;
        itemLung.isLungDockedInElevator = false;
        itemLung.isLungPowered = false;
        itemLung.GetComponent<AudioSource>().Stop();
      }
    }

    [HarmonyPatch("DiscardItemClientRpc")]
    [HarmonyPostfix]
    public static void DiscardItemClientRpc(GrabbableObject __instance)
    {
      Plugin.logger.LogDebug($"DiscardItemClientRpc {__instance.itemProperties.itemName}");

      if (__instance.isInShipRoom)
      {
        Disable(__instance);
      }
    }

    [HarmonyPatch("DiscardItemOnClient")]
    [HarmonyPostfix]
    public static void DiscardItemOnClient(GrabbableObject __instance)
    {
      Plugin.logger.LogDebug($"DiscardItemOnClient {__instance.itemProperties.itemName}");

      if (__instance.isInShipRoom)
      {
        Disable(__instance);
      }
    }
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here's the entire thing cause i can't be bothered to set it up now

sinful jungle
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ok could i at least update the code and send it to you to update it lol

cunning steeple
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i am uploading it rnrnrn

cunning steeple
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have fun ๐Ÿคญ

sinful jungle
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yippee

cunning steeple
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which is my fault

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but also soundapis

crisp mango
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wat

cunning steeple
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the apparatus sounds playing nonstop for all the clients

crisp mango
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ah, yeah

sinful jungle
sinful jungle
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this isnt lethalrichpresence

cunning steeple
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lmaooooooooo

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I cannot describe my hate towards lobbycompat

sinful jungle
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you dont have to do that lmao

cunning steeple
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that part will be deleted, don't worry

sinful jungle
#

you just passed a new string instead of plugin_guid for some reason

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im honestly really thankful for lobbycompat; its super simple to set up on the dev side

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and it does its job well

sharp finch
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and if it *is, it starts the DisconnectFromMachinery() coroutine

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which stops the apparatus from emitting audio and plays the unplug sound/particles

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and then the radiation warning

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the apparatus should only continue to hum if the warning doesnt play on every client

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i host all the games i play so i am speaking from the perspective of someone who is relatively unversed in clientside behavior

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but i dont understand how this could be a vanilla bug

sinful jungle
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same

sharp finch
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all players see the radiation warning when the apparatus gets unplugged

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regardless of who unplugs it

sinful jungle
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i wonder wtf is h appening

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apparently its sound api

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but

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idk how

sharp finch
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i will mention

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i can't seem to find where the action gets synchronized for all players

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there is EquipItemServerRpc() and EquipItemClientRpc() but i cant find the code that's running it

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the apparatus has syncGrabFunction == true in its itemProperties

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but that only seems to cause GrabItem() to be called on all clients

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which looks like an unused method because it's empty in the base class and nothing inherits from it

sharp finch
sinful jungle
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soundapi might be patching and breaking it somehow idk

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i haevnt looked into it

sinful jungle
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@sharp finch do you know what method is called specifically on the host when the lung is pulled

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or all clients actually

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i dont wanna do a custom rpc

sharp finch
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but i couldnt find it anywhere

sinful jungle
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yeah its just not there

sinful jungle
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i fixed it ๐Ÿ˜ญ

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ill include it in the pr

sinful jungle
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maybe when dropping it and swapping to it

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but this prints nothing

sharp finch
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@sinful jungle i took another look

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im pretty sure what happens is PlayerControllerB.GrabObjectClientRpc() calls PlayerControllerB.SwitchToItemSlot() with the apparatus' grabbable object passed as a parameter

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which assigns it to the first empty inventory slot

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and then calls EquipItem() on the item that just got assigned to a slot

sinful jungle
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this is annoying

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ok i think i got it

sharp finch
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there is no rush (im not in a hurry to post to thunderstore) but wanted to check in and see if there were any updates

crisp mango
sinful jungle
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fwiw

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grabobject gets called when pulled

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so i was able to do this

unique wyvern
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but im hopping on rn

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first im tryina repro it without the mod to see if I still get it on that profile

sharp finch
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thanks for your help

unique wyvern
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thanks for your help bud

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ok this is not fucking replicating

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๐Ÿ˜ญ

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are you fucking kidding me

sinful jungle
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monty L

unique wyvern
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common

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no but fr this is not relicating even without the mod

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it's joever

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maybe cuz im playing solo?

sharp finch
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it should replicate more consistently in multiplayer yes

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it's likely that netlag delaying network spawns is part of the cause

sharp finch
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@unique wyvern are you seeing the log messages pop up

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at all

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when you have the mod enabled

sinful jungle
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i do not

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but i never had the bug

sharp finch
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it is possible (albeit probably not extremely common) for a mod to cause the bug, but coincidentally choose the right fire exit

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in which case the mod is unnecessary but would at least notify you the potential for the bug to have occurred that day

obtuse mortar
# sinful jungle idk how

soundapi handles sounds a bit differently, i just woke up so i can give it a look now, what audio source/general part of apparatus should i be looking in?

sinful jungle
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it does not stop playing on all clients after the apparatus is pulled from the machine

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only the host

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thats why apparatus fix exists

obtuse mortar
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yah but what's the audiosource field called, i assume it tries to stop it or smthn in code

sinful jungle
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item.GetComponent<AudioSource>()

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just do that

obtuse mortar
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oh it literally just get components it, lol

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every item has sounds, and they're required, he really shoulda made it a public field smh

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ig my first thought is to check whether EquipItem is one of those functions sync'd with everyone, so im opening unity to check that, but it looks like it from what i can tell

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huh, didn't realise the apparatus has two prefabs

sinful jungle
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yeah idk whats up with that

obtuse mortar
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he spawns the activated one through spawn synced object or whatever in the interior

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through the prefab

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and when the items are getting respawned in the ship after re-entering your lobby

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it'll look at the item's scriptableobject

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and spawn the one that's turned off

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so it wont do stuff like, triggering warning or radiation when u grab it

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only real difference is these two fields between the two apparatus'

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but this is stupid, he shoulda just checked whether the item was in the ship's bounds and re-assigned em in code, though i cna understand since appy seems like one of the earliest items

sharp finch
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i think that would be sort of hacky

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not that his approach is necessarily the best way of doing it either

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it'd probably make more sense for the base prefab to have the audiosource !playonawake and have powered/docked off

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and then the factory prop would spawn an apparatus and call a function to "plug it in"

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instead of having two prefabs pointing to the same itemproperties

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spawned by different objects

unique wyvern
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but I just have not had it repro'd

obtuse mortar
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oh yeah he could just check whether playonawake is on or off since they're different for both lol

unique wyvern
#

I tried getting someone to test it w me but I couldn't find anyone LOL

sharp finch
#

idk if virus is around

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but it sounded like he was replicating it consistently too

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maybe the two of you could tag team

unique wyvern
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perhaps

sharp finch
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i could also just fuck it and post

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it's probably fine

unique wyvern
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idk what his timezone is honestly

sharp finch
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really

unique wyvern
unique wyvern
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he was replicating it on like, a specific profile he made FOR replicating the issue

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I also had to do house work in the middle of it so ๐Ÿ˜ญ

high haven
obtuse mortar
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maybe, but i dont see why this is would be a carryover

crisp mango
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can you send me the dll?

sinful jungle
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the hell

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i was dicking around with the apparatus in lan and when i went into orbit with it still being held by the client it turned into a ghost item

unique wyvern
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lemme send

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more info here @crisp mango #1308174824505479290 message

obtuse mortar
sinful jungle
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no

crisp mango
sinful jungle
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i was just holding it

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and it disappeared after i pulled the lever in the players hands

obtuse mortar
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lol, weird

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no errors either?

sinful jungle
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no lol

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xd

obtuse mortar
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i had this happen to me before with one of wesley's apparatuses but i had dropped it when we reached orbit and it just disappeared, never seen a bug like it, dunno if it's the same problem either

sinful jungle
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there was another apparatus on the ship

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i had one on the floor and one in my hands

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and the one in my hands disappeared when another player went to orbit

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lol

unique wyvern
obtuse mortar
#

early mrov code haunts me

obtuse mortar
#

honestly im not sure at all why this apparatus bug exists, looking at the code i cant see any reason for why it would exist, if it's a bug caused by soundapi then i also cant see why soundapi would cause it looking at the code since all zeekerss does is .Stop whereas maybe something like .Pause would've not worked

#

does zeekerss ever deactivate the grabbableobject gameobject?

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cuz ig that would cause it but it would cause it on all clients not just non hosts

sinful jungle
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idek, i just know it exists and i was able to reproduce it with soundapi 2.0 before

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but today i wasnt able to reproduce it in lan

obtuse mortar
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i know lcsoundtools is one of the mods that used to/does break it if you ever reproduced it with that

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hence the famous lcsoundtools image

sinful jungle
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this is all my pack ever had

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and i remember getting it on this profile

obtuse mortar
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weird, no idea then

sinful jungle
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ye idk

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desync bc lag maybe?

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ive only seen it happen online

obtuse mortar
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you'd see a LOT of problems, especially if you play modded if lag could prevent stuff from running on clients

sinful jungle
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idk

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just an idea

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and i have seen a lot of problems with this game so

sharp finch
#

anybody?

stuck oar
# sharp finch but it sounded like he was replicating it consistently too

i WAS, on my own running 2 clients, on my old pc..

i also lost all my old profiles, i could recover them, but ngl, i was done testing this weeks ago, my fix fixed it (and was tested), so, i didnt care to keep the profile that it was bugged on, but ill see if i managed to save it somewhere and try to test it when i have the time.

#

just checked, profile is gone from my backup from my old pc (might still be on my old pc but meh) ๐Ÿ˜„ ill have a test with the one i sent the code for previously in this channel, and see whats what, but wont be right now, work is busy as F right now ๐Ÿ˜„

unique wyvern
#

but yeah don't worry rn, I can probably see if I can get someone today to help repro it

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I'll be a bit busy so no promises

stuck oar
# unique wyvern you sent em to me so I still have them im pretty sure

the last one i sent you was in the first message of our conversation
"but.. ive now reached this point.."

i trimmed it down to the 3 mods i mentioned +dependencies, and failed to replicate, even though i explicitly said i only had those three mods installed later in our conversation, so the exact profiles i had, are lost, but that profile should generate it.

unique wyvern
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been playing for a bit on some culprit moons and haven't gotten the warning message

unique wyvern
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yeah I played for 2 hours and nothing

sharp finch
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lol

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well

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that must mean without the mod you wouldnt be experiencing the bug either

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so maybe someone found out what was going wrong and fixed it

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idk

unique wyvern
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nope, no updates from any of the mods that were thought to cause the issue happened

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JLL updated 2 weeks ago, dungen plus a month ago and LLL also a month ago

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nothing that heightened the chances of the error happening updated

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so, just bad luck ig?

stuck oar
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it may have all just been sheer luck, how frequent (and now nonfrequent) it occurs, would make more sense than 3 months of 3 mods updates making a problem happen more..

crisp mango
#

@sharp finch can confirm the fire exit fix works.
I've just tested it with a friend with a modpack with this mod and it synced correctly

sinful jungle
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okay yes it loads

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but did it do anything

crisp mango
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there are the only logs that spawns

crisp mango
sinful jungle
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like

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are there any other logs

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than it loading

crisp mango
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the fire exit doors got synced on our ends

sinful jungle
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answer pls

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if it did anything it would have logged it

crisp mango
sinful jungle
#

thats frustrating

crisp mango
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but it synced at least

sinful jungle
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was hoping to figure out what it was in the end

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but now nobody can seem to reproduce it lol

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thats so funny

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but yeah the mod would have logged and pointed blame towards another mod

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Plugin.Logger.LogWarning($"Some previous mod has set the exitPoint of a fire exit's EntranceTeleport before SetExitIDs() was allowed to run. This is very dangerous and likely to cause problems");

crisp mango
sharp finch
#

that's okay

crisp mango
sharp finch
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im pretty confident the mod works

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i might just go ahead and publish it

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when i forced the bug to happen

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the mod fixed it as it should've

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and it was never a 100% reproducible issue anyway

crisp mango
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I mean, it works syncing the doors, but it did not log the issue

sharp finch
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well, if it didn't log, it means you probably never had the doors desync

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it should be logging any time the bug happens and it makes changes to fix it

crisp mango
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I did 2 tests
1 w/o DoorsFix, it got desynced
2 w DoorsFix, it got synced

sinful jungle
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omg

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give me ur profile code pls

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im pulling my hair out here

crisp mango
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0195d001-ad03-d1f0-8d5c-0e41b38ccc45

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16 mods, I did a test with a friend

sinful jungle
#

gonna bust my save file again

crisp mango
#

wait

sinful jungle
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wish me luck

crisp mango
#

let me check my friend's log

sharp finch
#

the bug is more likely to happen for clients in multiplayer

sharp finch
#

you might have a hard time replicating it even with a profile where it's recurrant

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im pretty sure netlag is a component

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if you're doing localhost testing there probably wont be enough of a ping difference to lead to problems

crisp mango
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FOUND IT

sharp finch
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i could be mistaken though

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perfect

sinful jungle
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lol.. i mentioned that earlier but xu told me i was wrong

sharp finch
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if their log showed this

crisp mango
sharp finch
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and you were able to use fire exits correctly on that day

crisp mango
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here it is

sharp finch
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then the mod works and i am ready to publish once i have some time

obtuse mortar
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You'd have a network frame of delay because of just rpc'ing to clients that they need to run EquipItem

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Afaik anyway

stuck oar
# sharp finch then the mod works and i am ready to publish once i have some time

hopefully once you have it published, people can write in the thread for the mod and share their profile codes when they see the warning, I personally already see a trend of JLL/DGP being something that makes it more frequent, but maybe other mods will also show up as "usual suspects" of increasing the frequency of the issue, and perhaps eventually that will lead to the cause ๐Ÿ™‚

unique wyvern
#

this shit been going on for months fr

crisp mango
unique wyvern
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good job brother

sinful jungle
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W moroxide

unique wyvern
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i actually did not ask my friend for logs so he could've gotten the message LOL

sharp finch
dense hull
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@sinful jungle @clear cradle What is going on?

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This only manifests for clients btw

dense hull
sinful jungle
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idk, not me

clear cradle
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I'd like to say I have nothing to do with it too

sinful jungle
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thats some fucked up shit

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but ive gotten no reports of this ever and i definitely would have heard of this

clear cradle
#

Looking at the logs does it only happen when Offense A is spawned?

sinful jungle
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Lot of debug logs relating to something called "LightsOut"

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idk what that is though

unique wyvern
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oh...

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no don't use lights out

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mrov has said not to use it

sinful jungle
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well there you go

unique wyvern
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it's broken as hell

sinful jungle
#

@dense hull

clear cradle
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It does look like some lighting so that makes sense

sinful jungle
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but like

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idk

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would lightsout really be capable of doing this

unique wyvern
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no idea

sinful jungle
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monty do you run my shit idr

unique wyvern
#

but I recall rovvert did not want to touch that mod LOL

unique wyvern
sinful jungle
#

have u ever seen this weirdness

unique wyvern
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no but I also haven't used rbm in a few days

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I have not seen anything like this before LOL

sinful jungle
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the only thing i changed in the last few days was some audio spread issues

charred turret
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idk why narp even assumed it was this

sinful jungle
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i also tested on lan yesterday and it was fine for both clients

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i was testing fire exit stuff

unique wyvern
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but idk

sinful jungle
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ill double check offense on lan rq

unique wyvern
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which is kinda what the 4th screenshot looks like

unique wyvern
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maybe it's a atlas thing?

dense hull
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don't use LightsOut

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What

sinful jungle
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idk

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it was there

sinful jungle
unique wyvern
#

mrov installed the lights out virus on your computer you're cooked bro

sinful jungle
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anyways

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im double checking rn

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but im like 99.99% sure this isnt me

dense hull
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Apparently Purple had LightsOut installed on his end

unique wyvern
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yeah i was gonna say, since it only happens on clients it was prolly purple that had it

sinful jungle
#

sig ma

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i entered fire exit and instantly died do a spike trap before i could move

dense hull
sinful jungle
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yes i have two clients open

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the dancing scavenger there is the host

dense hull
sinful jungle
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oh oke

dense hull
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Wait no

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Yeah it happened in the morning too according to Purple

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Shrug

sinful jungle
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im gonna try seeing if its rlly lightsout or something

charred turret
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lightsout has not been updated

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i believe it might be a conflict with atlas

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i didnt think about atlas being a conflict

sinful jungle
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idk

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i cant reproduce it even with lightsout xd

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on 2 clients

dense hull
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Weird

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Same modpack?

sinful jungle
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nope i just tested with the 3 mods

dense hull
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Ic

glossy wren
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how to enter the fire exit on Offence?

glossy wren
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Oh thanks i see

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Now its hard but possible

sharp finch
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especially if it's only replicating for one person and the same set of mods doesnt replicate on other computers

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but shrug

tawdry peak
sinful jungle
#

yup

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u get it

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i just figured like. the offense fire exit is already accessible through movement tech or whatever if you know what you're doing

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so i might as well make it equally accessible to people who arent weird

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and by equally i mean you waste like an hour getting there

dense hull
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I'm lying but still

tawdry peak
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We are all weird around here

sinful jungle
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hehe

tawdry peak
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So i know this isn't the best place, but have you or anyone ever considered adding rooms for vanilla interiors

sinful jungle
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yeah

tawdry peak
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I feel like that's ripe for content

sinful jungle
#

i wanna make a mod that updates the vanilla interiors

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kinda like how this mod updates the vanilla moons

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my primary motive is dungenplus

tawdry peak
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That would be dopa

sinful jungle
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it has a lot of good features

tawdry peak
#

Dope-a

dense hull
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Bedroom in the Manor will become real

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Maybe

sinful jungle
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oh that sounds fun

tawdry peak
#

Actually yeah that would be neat

dense hull
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Wonder if the Manor wasn't actually used for habitation

high haven
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would updates to vanilla interiors require rebuilding them as a separate interior in LLL

tawdry peak
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Just something to break up thr monotony a bit

sinful jungle
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the same way im doing this

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just repackaging the vanilla interiors with qol fixes and new rooms

high haven
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qol fixes hmmmm

sinful jungle
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yknow

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scrap can spawn in the boilers

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etc

tawdry peak
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Well if you ever do make one I'll be keeping an eye out

high haven
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well if you plan on touching mineshafts, redoing colliders in the caves would be nice

tawdry peak
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Dunno what one could do with mineshaft

sinful jungle
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yes i might do similar things to what rebalanced mineshaft does

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because i like that mod generally and i think terra is retiring soon

high haven
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at least so you don't get stuck in the underwater sections

tawdry peak
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Wait is there a mineshaft mod?

sinful jungle
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yes

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better mineshaft

tawdry peak
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Oh god I hate underwater

sinful jungle
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or something

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no

tawdry peak
#

Ah

sinful jungle
#

rebalanced mineshaft

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its good

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and it still works

tawdry peak
#

It work well with butterybalance

sinful jungle
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i dont know unfortunately

tawdry peak
#

I know i shill for that mod but my god it's perfect

sinful jungle
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i havent played since that was made

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but it should

tawdry peak
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Fair

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Its modular anyway

sinful jungle
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basically it makes the size of the interior more equal to the other two

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and makes scrap spawn more outside caves

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which is exactly what i would do

tawdry peak
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Oh yeah

sinful jungle
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one thing i would to to mansion is split it up into 4 smaller main paths

#

instead of just having a bunch of dead end rooms

#

that shit is so annoying and unfun

#

and i can just Do that thanks to dg+

tawdry peak
#

Yeah, that's always annoying

#

Although can't deny its nice to have one path to go to sometimes lol

obtuse mortar
#

I forget exactly what it is about wm

#

Em*

#

But when u do something really weird with light settings

#

It causes this artifacting

#

I think very rarely I've seen mineshaft produce it but only when looking at a certain direction in a specific way that you won't notice it anyway

wild elbow
#

for vanilla mansion i mean, i know the touhou mansion did way back when

unique wyvern
#

just like, disabled by default or smth

sinful jungle
#

it does lol

#

have u read their docs

unique wyvern
#

well yeah duh, the previews show that it can do that

#

moreso mean that it doesn't do it

#

out of the box anyway

sinful jungle
#

wym out of the box

#

its an api

unique wyvern
#

exactly

#

five. steps. ahead.

sinful jungle
#

ur supposed to configure it urself i dont understand
u could just tie this value to a config value on awake i think no?

unique wyvern
#

no but I mean like I wish DGP had that feature already for vanilla interiors

sinful jungle
#

ohhh

#

like

unique wyvern
#

which it doesn't

sinful jungle
#

yea i see what u mean

unique wyvern
#

yeye

sinful jungle
#

but it is an api so it would be strange for it to just do stuff on its own i think

#

disabled by default tho

#

thats fair

#

ig that would be nice

obtuse mortar
unique wyvern
#

ye it wouldn't make too much sense but it'd be cool

unique wyvern
obtuse mortar
#

nein

sinful jungle
#

but yea this is peak

high haven
#

kinda wonder why they didnt release this modifier for the vanilla interiors if they used it in the preview

sinful jungle
#

oh yea no idea

#

could have been an add-on

#

ig lack of interest to set it up properly, i think this is just an editor preview

#

they didnt actually set it up ingame

dense hull
#

Am I tripping or did you make the grass on Adamance look nicer

#

Also, still no BigMachine ambience

tawdry peak
#

Is that the one where you said the modder was retiring

sinful jungle
#

xd

sinful jungle
sinful jungle
tawdry peak
#

I'm not good with computer

sinful jungle
#

no worries!

#

hehe

#

but yea basically

#

if i make said mod it would depend on this

#

similar to LLL

sinful jungle
#

ill look into it tho

clear cradle
#

Maybe the volume/mixing is too low, or the occlude audio is dampening it to the point you can't hear it

sinful jungle
#

yea maymbe

sinful jungle
#

no, something is causing all ambience to not play on adamance

#

idk why

#

i need to look into it

spice igloo
#

sorry i ate the ambiance

clear cradle
#

Can't spell ambience without adamance

sharp finch
#

that's sort of bizarre

sinful jungle
#

idfk

#

i have forest ambience, high and low, and big machine

#

and none of that is playing

#

for some reason

#

eugh

sharp finch
#

Preload Audio Data?

#

on the audio clip?

#

i assume so since you just ripped it

#

but

sinful jungle
#

yeah

sharp finch
#

weird

#

i know a couple times i've forgotten to tick that box

#

and gotten silence

sinful jungle
#

i just checked and i think they imported ticked

#

alreaedy

#

idk this looks fine, right?]

#

wtf is going on

#

???

#

i unticked "enabled" and reticked it and it fixed it

#

in unity explorer

#

im so confused

sharp finch
#

never heard of that happening before

#

so no idea

#

sorry

obtuse mortar
sinful jungle
#

wait ive never seen this before

obtuse mortar
#

It's weird, cuz afaik the game doesn't have fmod in it, but coderebirth forces me to tick that box for all coderebirth sounds otherwise fmod is unhappy

obtuse mortar
#

That*

sinful jungle
#

oh

#

ok

obtuse mortar
#

Unity explorer things

sinful jungle
#

well im stumped. thats so weird

#

something is causing it to be "disabled" even though unity explorer says its enabled

#

and reticking it makes it function again

clear cradle
#

Is it one of the reverb triggers mayhaps?

obtuse mortar
#

I'd take a look at audioreverbtriggers again but I'm about to head to sleep

sinful jungle
#

...oh

#

it was loaforcs :/

#

not even something i did wrong

sinful jungle
#

loaforcs 2.0 is either broken or lethal resonance is broken

#

its causing all audio sources to disable on awake

#

@crisp mango idk who to tell

obtuse mortar
#

Probably loaforc

#

@cobalt ravine

crisp mango
#

wat

sinful jungle
#

loaforcs or something is causing all audiosources to disable on round start

high haven
#

I did notice soundapi doesn't like forest, blizzard, and big machine room ambience specifically

sinful jungle
#

at least the ambience ones

crisp mango
#

sadly that should be a LoaforcSoundAPI issue :,]

#

we (LR Team) can't do much for it

sinful jungle
#

ye wasnt sure if it was them or

#

i see though

#

unfortunate

#

for the record it plays correctly if i force it to re-enable itself

#

so thats odd

#

the audio isnt failing to load or something

crisp mango
#

Has the sound been tested with and without our mod?

sinful jungle
#

can rn

#

but its working when i disable loaforcs

#

and by extension resonance

crisp mango
#

I see

sinful jungle
#

was scrambling in editor thinking i did something wrong

#

lol

cobalt ravine
#

ill need an actual proper log to do anything lol

sinful jungle
#

sorry but there was nothing of interest :[

#

i can provide one anyways, if you'd like

#

id have to relaunch my game

sinful jungle
#

give me one second, ill get a log for you

cobalt ravine
#

like no with all of my debugging stuff (without update every frame) active

sinful jungle
#

ohh

#

i see

#

well

#

let me test on vanilla adamance

#

and see if it persists

cobalt ravine
#

is there anything you specifically do in code with the play on awake sources

sinful jungle
#

no

#

nothing in code

#

i just have reverb triggers set to play on awake

#

and i do not touch bigmachine

#

i just moved it

cobalt ravine
#

wdym by move?

sinful jungle
#

like

#

i moved the object, so it sounds less quiet

#

i did on every moon

cobalt ravine
#

ahh no I think I've found the problem maybe

sinful jungle
#

?

cobalt ravine
#

I forgot a .Play in my scene stuff

sinful jungle
#

yes

cobalt ravine
#

I must be missing something because there's no way someone hasn't reported this before

sinful jungle
#

also, you'd be surprised

sharp finch
#

overcast weather completely breaks the night time lighting on the skybox

#

vanilla bug that nobody has reported except for leafar

#

small details can slip by

sinful jungle
#

yeah

#

one time i shipped adamance with no navmesh and nobody told me until like 3 days later

dense hull
#

๐Ÿ˜ญ

cobalt ravine
# sinful jungle fixed

I'll wait a bit and make sure it doesn't actually break anything else before properly publishing it

sinful jungle
#

wait

#

uh

#

@cobalt ravine yea dont publish this sdlfjksdlfjk

#

i just found something

cobalt ravine
#

I don't think that's sound api? at least what I changed in that commit shouldn't be causing that

sinful jungle
#

umm wut

#

let me double check w/o it

#

im pretty sure that doesnt happen

#

dog its not happenin without it!!

#

im telling you

cobalt ravine
#

does it happen with the previous version?

sinful jungle
#

um idk ambience doesnt work

solemn gull
# sinful jungle

I remember that someone reported something similar when using LR around 2 months ago

high haven
#

i can easily replicate it on experimentation

#

actually i think i have a video

sinful jungle
#

but its still sound api

high haven
#

its definitely just some fuckery with reverb triggers and soundapi

#

where it happens in my video is where experimentations reverb triggers are

cunning steeple
#

lights out is client-side

#

but it shouldn't fuck with non-grabbables

#

sooooo

#

whatever the fuck happened it shouldn't be me ๐Ÿ˜ญ

high haven
cunning steeple
#

phew

#

it needs fixing, that's true

#

but nothing should break horrendously

azure ferry
azure ferry
cinder jackal
#

letal ompany

azure ferry
#

Ompa loompa

cinder jackal
#

no...

unique wyvern
#

gogus

dense hull
#

Did you add an indoor ambient to Experimentation?

dense hull
#

Maybe itโ€™s just Chameleonโ€™s stormy ambience Idk

#

but I think I hear a cool whirring inside of Experimentationโ€™s interior

sinful jungle
#

chameleon iirc

#

ya

#

not me

#

im pretty sure chameleon adds indoor ambience for stormy and flooded

high haven
#

it also adds the wind sound for snowy moons i think

sinful jungle
#

uhh

#

well

#

if ur talking abt the outside thats probably me

high haven
#

no

#

inside

sinful jungle
#

oh then ya no

dense hull
sinful jungle
#

its intentional ya

dense hull
#

Not sure if it's just a MapImprovements incompatibility, but you should keep it

#

OH

#

Awesome

sinful jungle
#

its chameleon

dense hull
#

Love it

#

Wait, Chameleon does that?

sinful jungle
#

yh

dense hull
#

Huh

#

Neat

sinful jungle
#

im pretty sure anyways @sharp finch can correct me if im wrong

#

i just recall us talking about this before

#

but either way its def not something me or spooky did

dense hull
#

Is this a RM thing?

#

Main is a lot darker than normal

sinful jungle
#

yea

#

is it too dark

#

i kinda just wanted it to look moody

obtuse mortar
#

that looks a bit too dark imo yeah

dense hull
#

It'd be nice if it was optional, because to me personally, it doesn't blend in the naturally bright biosphere Experimentation has

sinful jungle
#

ok

dense hull
#

Either that or increase the brightness a bit

sinful jungle
#

i mean i can just make it brighter

#

making it an option would be annoying

#

and clutter

dense hull
#

Yeah fair

sinful jungle
#

based on moon

#

?

dense hull
#

For weather only

sharp finch
#

blizzard and rain effects

sinful jungle
#

oh

sharp finch
#

nothing else

sinful jungle
#

well idk wtf is doing that then

#

it isnt me

#

sounds cool tho

dense hull
#

Anomaly..,

unique wyvern
#

feels more abandoned imo :3

sinful jungle
#

that was the idea

unique wyvern
#

yee

#

dopa when will you make your own moons... I feel like you'd cook hard

#

or maybe you're like me and work better when building on top of a pre-existing thing

#

It'd be exciting to see you come out with a few moongs of your own in any case

half lion
#

I'd be there for Dopa Moons ๐Ÿ™Œ ๐Ÿ™Œ

crisp mango
#

I'd be there for Dopa Moons ๐Ÿ™Œ ๐Ÿ™Œ

clear cradle
#

I'd be there for Dopa Moons ๐Ÿ™Œ ๐Ÿ™Œ

high haven
#

I'd be there for Dopa Moons ๐Ÿ™Œ ๐Ÿ™Œ

dense hull
#

I'd be there

obtuse mortar
sinful jungle
#

ive had one in the works for a bit

#

just one

#

im being a bit hush hush about it for now

zenith dust
#

I'm excited to see it

sinful jungle
#

ideally it should support mapimprovements too

#

id like to do that

unique wyvern
sinful jungle
#

more marshy

#

i actually did consider making a fanmade liquidation but that would be stupid bc that moon still might come to official lethal company lol

#

idk if its cancelled or not

#

i feel kinda awkward asking zeek cuz we weren't rlly supposed to know about liquidation to begin with iirc (?)

#

it was included in an update on accident

sinful jungle
#

and i was gonna patch the vanilla moon to just not be locked and then replace its scene

#

but yea i realized that might just not be the best idea so

#

i settled with a more original one

high haven
sinful jungle
#

i highly doubt v70 is liquidation

#

but yes he is working on v70

crisp mango
sinful jungle
#

?

crisp mango
#

Sorry, I didn't explain myself well.
Has Zeekers confirmed that he's been working on the v70 recently?

sinful jungle
#

yeah

crisp mango
#

Or is he still on hiatus developing his other game?

sinful jungle
#

he is actively working on the lethal company

crisp mango
forest spruce
high haven
#

i think it was said on his patreon

obtuse mortar
high haven
#

he spent a week or so playing R.E.P.O and got inspired

sinful jungle
#

he played it for the better half of a month

#

lol

forest spruce
#

Oh that's why I couldn't see it, it's in the paid post

high haven
#

all i heard was at least a week

sharp finch
#

liquidation in v55

#

liquidation in v60

#

liquidation v65

warped gyro
#

I'm actually kind of surprised there hasn't been a fanmade interpretation of Liquidation yet.

clear cradle
high haven
#

so uh remember when we were talking abt reverb triggers causing weird buzzing when soundapi is active?

sinful jungle
#

yeah

high haven
#

i tried out this config in jacob's reverb trigger fix

#

and it stopped it for the most part

#

it plays 1 little crackle and thats it

#

granted i did a very limited test

#

so idk if it causes problems in the long run

sinful jungle
#

i guess that's nice

#

but the issue should hopefully still be looked at

high haven
#

ofc

sinful jungle
#

i did make a report on the github but ive yet to properly

#

write the info for it

high haven
#

but if this doesnt cause any issues then its a good bandaid fix until bongo figures out why it does that

#

actually i gotta check if it fixes the weirdness with triggers on Affliction

sharp finch
sinful jungle
#

yeah

sharp finch
#

if you call .play() while something is already playing that will happen

sinful jungle
#

so making it not run every frame will just circumvent it

sharp finch
#

triggeronenter just prevents that from happening every frame and instead causes it to happen once

sinful jungle
#

kind of

sharp finch
#

but the popping is just because it's not designed to skip back at that point

#

it's designed for a seamless loop

high haven
#

i c

#

also i'm trying something out rn, is the fixed artifice volume from chameleon supposed to look like this?

sinful jungle
#

no

#

my artifice scene uses a custom volume that buttery doesnt touch

#

its basically the normal daytime volume but with a darkened sky

high haven
#

huh

#

what is the chameleon one supposed to look like

sinful jungle
#

bright

sharp finch
#

thunderstore has screenshots

sinful jungle
#

it frankly looks bad on my scene cuz it makes the spotlight volumetrics just not rlly visible

high haven
#

i guess it doesnt look as good with rebalanced

sinful jungle
#

im making titan have more powdery snow because i feel like it

#

heres a more direct comparison of the textures

#

also im moving this fire exit back

mental breach
#

Due to the lighting change there I can't tell which is vanilla and which isn't

#

XD

sinful jungle
#

ah

#

sorry yeah editor lighting is weird

sinful jungle
#

left is similar just more noisy

mental breach
#

Ah so you're trying to make Titan's snow more like Dine's ๐Ÿค”

#

Cool

sinful jungle
#

well no the thing is they're the same already

#

im trying to make it more distinct

mental breach
#

Ahhhh NODDERS

sinful jungle
#

so i gave it a unique texture

#

ye

#

it looks really cool in game (unless you're using sponge's shader unfortunately)

mental breach
#

Lmao what I feel like is gonna suck is if Zeekerss redoes Dine again when V70 comes out

mental breach
sinful jungle
#

it looks really good in interiors

#

it makes lighting pop out more

mental breach
#

Ye

sinful jungle
#

overall its good i think the outline umm threshold

#

just needs to be adjusted

#

ye

#

cuz it applies harsh outlines to noisy textures

#

#1345089401100701778 message

high haven
#

does rebalanced titan have a custom volume that chameleon doesnt touch

sinful jungle
#

it doesnt have a custom one (its just the snowy one) but im pretty sure chameleon just doesn't do volume changes to custom scenes

#

it checks for scene name not level name

#

so

high haven
#

so i should turn that off too

sinful jungle
#

i mean if you want

#

it doesnt really matter

#

it just doesnt do anything

high haven
#

does this looks like how it is normally in yours?

sinful jungle
#

thats how it looks normally yeah

#

unless you have like atlas

high haven
#

alr

#

im basically trying anything to get titan running better

#

i already limited how big the dungeons can generate

cunning steeple
high haven
#

so im looking for other hooks into it that dont need to be there

high haven
sinful jungle
#

it looks like this for me

high haven
#

i have sponge's volumetric compensation on so it shouldnt be that

#

oh is it the fog config in rebalanced

sinful jungle
#

probably

#

idk

#

i mean

sinful jungle
#

in vanilla

sinful jungle
high haven
#

well i got it to run at 48fps average

sinful jungle
#

damn

high haven
#

if i turn that on and it drops a ton then i dont think i can keep it

sinful jungle
#

integrated graphics ?

high haven
#

no i have a 4070 super

sinful jungle
#

wtf lol

high haven
#

the game just doesnt use it

sinful jungle
#

ok so cpu bottleneck then ig?

high haven
#

i7 12700kf

sinful jungle
#

idk why you'd be getting 40fps

#

thats rlly strange

#

i get like 200 on average

high haven
#

i mean

#

big modpack

sinful jungle
#

o

#

yea fair

high haven
#

im sure by itself it runs like a dream

#

a normal empty lobby with this pack runs around 110fps average on a well optimized moon

#

but 1 person joins mp and i instantly lose 40 frames

sinful jungle
#

letal ompany

high haven
#

i just wish this game used my systems resources properly

#

if it did there would be no performance problems whatsoever

#

oh yeah it crashes every time i quit

#

cus soundapi still does that

#

ok so

#

rebalanced fog boost did make it look better

sinful jungle
#

i wouldnt use it tho if ur having performance issues

high haven
#

on the other hand,

#

there has to be something im doing wrong

#

how does my profile run so badly

sinful jungle
#

i never got this low with a 9900k/2080ti on a 160 count pack

high haven
#

right now it's 227 but i think some are disabled

sinful jungle
#

hm

obtuse mortar
#

23 fps on specs that high is criminal

#

Even if you were at like 300 modd

sinful jungle
#

yeah idk it's weird

high haven
#

i legitimately dont know whats happening

sinful jungle
#

never seen that

#

some mod maybe?

high haven
#

its definitely something

#

cus i tried someone elses 220+ pack and ran high fps on most moons

sinful jungle
#

i remember show tzp/spraycan capacity by piggy used to make me actively lose like 20fps

#

before it got fixed

high haven
#

i should also just verify integrity for good measure

obtuse mortar
#

If I look at your profile and see you eating the fps eater 9000...

#

Eating?

#

Wow I'm tired

sinful jungle
#

oh

#

you said if

high haven
#

i shouldnt be running anything particularly bad for performance considering how often i see the bad performers in here

sinful jungle
high haven
#

i mean if u wanna look at it the code is 0195dbfe-ae3f-1725-f5d5-8fcc86506184, only if u want to

#

(and verify didn't really do anything, just wanted to make sure it was ok because i tried running profiler before and it didnt work)

cunning steeple
#

god I hate foggy weather

dense hull
#

I don't like this reversion personally
What made the new fire exit so fun was its distance in relation to the ship, down a slope, slightly covered by a hill for hiding from forest keepers, and the fact it's not on the West side of March like every other fire exit is. March now feels one-sided/less spread out again with its new fire exit back in its vanilla location, in an agonizingly deep ditch

sinful jungle
#

ill have to think abt it more i guess

sharp finch
#

for what it's worth i like that fire exit better where it is in vanilla

snow kite
#

You can just make it a config

#

I think this mod would benefit a lot from more configs if I do say so

sinful jungle
#

im not rlly interested

#

in changing march

#

too much rn

obtuse mortar
#

Just make it a config smh

sinful jungle
#

bro

#

ill make u a config

obtuse mortar
#

You know how many times I asked people for feedback to improve something

#

And the answer I got

#

Was to just leave it on a config

#

It's insane

sinful jungle
#

the config for this mod is already kinda messy im

obtuse mortar
#

There's a reason I made an editor tool to automatically generate configs for me

#

Yeah I had 2000 lines of config at some point

sinful jungle
obtuse mortar
high haven
#

did u change anything abt titan other than the new snow texture

#

i just loaded it today and got 110 fps average wtf

sinful jungle
#

did you restart your pc per chance

#

lol

#

idk

high haven
#

put it to sleep overnight?

#

idk sometimes game does this to me

#

random chance to run good

sinful jungle
#

for me unity is weird and sometimes i have to restart my pc for higher fps so i was just assuming

#

but

#

uhhh

#

no i did nothing

high haven
#

thats so weird

#

also cus like

#

literally 2 minutes apart i loaded artifice

#

first time was 110+ second was ~50

sinful jungle
#

i would help but i have no idea how he does it

#

i still feel like you have some bad mods or something

high haven
#

maybe but i dont wanna bother someone for modpack profiling when they have better things to be doing

sinful jungle
#

ig

#

sucks though cuz im kinda invested in this

#

maybe i could bother him myself. and ask what he does

sharp finch
sinful jungle
#

i would love to know more if you dont mind

sharp finch
#

diffoz has a thread in #1175883003474485369 that explains how to set it up

high haven
#

i would profile myself if it didnt stop itself when i use it

sinful jungle
#

ahh okay

sharp finch
#

you basically just need to pull some unity debug DLLs (if you have the right version installed they are somewhere on your computer)

high haven
#

i followed all the steps but profiler doesnt wanna run cus it runs out of memory

sinful jungle
#

i have 64gb of ram so im kind of confident i can profile with 4 clients

sharp finch
#

then you move them into your game directory (or make a separate directory, which i think makes more sense if you are actively playing the game)

#

then you can launch the game and hook into it with unity editor

#

i've only done it a couple of times (mainly while i was profiling the new masked AI) and it's been a while so i forget the exact steps

#

but it is really very simple

#

shouldn't take more than 15-30 minutes to figure out

high haven
#

i think theres also launch parameters you have to set in steam