#RebalancedMoons + Atlas
1 messages ยท Page 17 of 1
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
yeah, spiders was one of my first sound changes :,]
no issues
I have to look for better samples
cuz it will be "kinda" hard making the sounds on my own lol
@barren abyss
theres still no mod that properly fixes that xD
mrov's mod fixes that afaik
apparatus fix made by mrov?
the one mrov made is kind of bandaid fix
it still buzzes while you're carrying it
because he didnt fix the underlying issue
whats the underlying issue?
oh lol
i havent looked into it
i imagine the rpc is just broken
bc it only happens on clients
It might be that the game just doesnt have a client rpc for stopping the apparatus sound when you pull it actually
because im pretty sure it happens consistently
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
if i can manage to do it w/o a network handler then ill try to pr it into butteryfixes
iirc there is a lung pulled client rpc so it should be an ez fix
is it not ๐ณ
nope!
mrov...
i wanna make it like actually fix the issue tldr xd
you kind of fix it
i want to really fix it tho
can you open up your heart to me morv
HES MINE
no heart here
i just wanted to eat his heart
tried this mod with my crew today. nice
bruh
lmao
wheres the code
[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);
}
}
here's the entire thing cause i can't be bothered to set it up now
i wanted to make a pull request :-(
ok could i at least update the code and send it to you to update it lol
i am uploading it rnrnrn
Contribute to AndreyMrovol/LethalApparatusFix development by creating an account on GitHub.
have fun ๐คญ
yippee
it's because i didn't get around to patching the apparatus on pull, only on the ship
which is my fault
but also soundapis
wat
the apparatus sounds playing nonstop for all the clients
ah, yeah
is it not a vanilla bug
wtf are you doing!!!
this isnt lethalrichpresence
you dont have to do that lmao
that part will be deleted, don't worry
its really not that complicated
you just passed a new string instead of plugin_guid for some reason
im honestly really thankful for lobbycompat; its super simple to set up on the dev side
and it does its job well
LungProp.EquipItem() checks if the apparatus is docked
and if it *is, it starts the DisconnectFromMachinery() coroutine
which stops the apparatus from emitting audio and plays the unplug sound/particles
and then the radiation warning
the apparatus should only continue to hum if the warning doesnt play on every client
i host all the games i play so i am speaking from the perspective of someone who is relatively unversed in clientside behavior
but i dont understand how this could be a vanilla bug
same
all players see the radiation warning when the apparatus gets unplugged
regardless of who unplugs it
i will mention
i can't seem to find where the action gets synchronized for all players
there is EquipItemServerRpc() and EquipItemClientRpc() but i cant find the code that's running it
the apparatus has syncGrabFunction == true in its itemProperties
but that only seems to cause GrabItem() to be called on all clients
which looks like an unused method because it's empty in the base class and nothing inherits from it
i must be missing something because this obviously means it's syncing
@sharp finch do you know what method is called specifically on the host when the lung is pulled
or all clients actually
i dont wanna do a custom rpc
it is probably wherever this is happening
but i couldnt find it anywhere
yeah its just not there
please dont delete it
i fixed it ๐ญ
ill include it in the pr
i dont think either of these are ran when its pulled
maybe when dropping it and swapping to it
but this prints nothing
@sinful jungle i took another look
im pretty sure what happens is PlayerControllerB.GrabObjectClientRpc() calls PlayerControllerB.SwitchToItemSlot() with the apparatus' grabbable object passed as a parameter
which assigns it to the first empty inventory slot
and then calls EquipItem() on the item that just got assigned to a slot
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
If he doesn't do it, I'll do it in one-two hours with a friend
btw you were right
fwiw
grabobject gets called when pulled
so i was able to do this
a bit after I said that my girlfriend came home so I was a bit occupied for the next few hours lol
but im hopping on rn
first im tryina repro it without the mod to see if I still get it on that profile
that's okay, like i said no rush
thanks for your help
thanks for your help bud
ok this is not fucking replicating
๐ญ
are you fucking kidding me
monty L
common
no but fr this is not relicating even without the mod
it's joever
maybe cuz im playing solo?
it should replicate more consistently in multiplayer yes
it's likely that netlag delaying network spawns is part of the cause
@unique wyvern are you seeing the log messages pop up
at all
when you have the mod enabled
it is possible (albeit probably not extremely common) for a mod to cause the bug, but coincidentally choose the right fire exit
in which case the mod is unnecessary but would at least notify you the potential for the bug to have occurred that day
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?
the LungProp should have an audio source component
it does not stop playing on all clients after the apparatus is pulled from the machine
only the host
thats why apparatus fix exists
yah but what's the audiosource field called, i assume it tries to stop it or smthn in code
oh it literally just get components it, lol
every item has sounds, and they're required, he really shoulda made it a public field smh
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
huh, didn't realise the apparatus has two prefabs
yeah idk whats up with that
he spawns the activated one through spawn synced object or whatever in the interior
through the prefab
and when the items are getting respawned in the ship after re-entering your lobby
it'll look at the item's scriptableobject
and spawn the one that's turned off
so it wont do stuff like, triggering warning or radiation when u grab it
only real difference is these two fields between the two apparatus'
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
i think that would be sort of hacky
not that his approach is necessarily the best way of doing it either
it'd probably make more sense for the base prefab to have the audiosource !playonawake and have powered/docked off
and then the factory prop would spawn an apparatus and call a function to "plug it in"
instead of having two prefabs pointing to the same itemproperties
spawned by different objects
I will try now with the mod enabled
but I just have not had it repro'd
oh yeah he could just check whether playonawake is on or off since they're different for both lol
I tried getting someone to test it w me but I couldn't find anyone LOL
idk if virus is around
but it sounded like he was replicating it consistently too
maybe the two of you could tag team
perhaps
idk what his timezone is honestly
really
ye
tbf I was tryina replicate it on my profile I got it a bunch on
he was replicating it on like, a specific profile he made FOR replicating the issue
I also had to do house work in the middle of it so ๐ญ
this seems like a carryover from a really old version, wasn't there something about plugging the apparatus into the elevator before entrance mechanics were changed entirely?
maybe, but i dont see why this is would be a carryover
can I try with a friend?
can you send me the dll?
the hell
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
it's in the channel somewhere
lemme send
more info here @crisp mango #1308174824505479290 message
did u drop it before it turned ghost?
no
gotcha
i was just holding it
and it disappeared after i pulled the lever in the players hands
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
there was another apparatus on the ship
i had one on the floor and one in my hands
and the one in my hands disappeared when another player went to orbit
lol
nvm I was able to get someone
i didnt even know __getTypeName was a thing lol
early mrov code haunts me
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?
cuz ig that would cause it but it would cause it on all clients not just non hosts
idek, i just know it exists and i was able to reproduce it with soundapi 2.0 before
but today i wasnt able to reproduce it in lan
i know lcsoundtools is one of the mods that used to/does break it if you ever reproduced it with that
hence the famous lcsoundtools image
weird, no idea then
you'd see a LOT of problems, especially if you play modded if lag could prevent stuff from running on clients
anybody?
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) ๐ 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 ๐
you sent em to me so I still have them im pretty sure
but yeah don't worry rn, I can probably see if I can get someone today to help repro it
I'll be a bit busy so no promises
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.
been playing for a bit on some culprit moons and haven't gotten the warning message
yeah I played for 2 hours and nothing
lol
well
that must mean without the mod you wouldnt be experiencing the bug either
so maybe someone found out what was going wrong and fixed it
idk
nope, no updates from any of the mods that were thought to cause the issue happened
JLL updated 2 weeks ago, dungen plus a month ago and LLL also a month ago
nothing that heightened the chances of the error happening updated
so, just bad luck ig?
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..
@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
there are the only logs that spawns
yeah, it did
the fire exit doors got synced on our ends
no more logs than this on log's part
thats frustrating
but it synced at least
was hoping to figure out what it was in the end
but now nobody can seem to reproduce it lol
thats so funny
but yeah the mod would have logged and pointed blame towards another mod
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");
it did not :[
I can give you the entire log of our match
that's okay
im pretty confident the mod works
i might just go ahead and publish it
when i forced the bug to happen
the mod fixed it as it should've
and it was never a 100% reproducible issue anyway
I mean, it works syncing the doors, but it did not log the issue
well, if it didn't log, it means you probably never had the doors desync
it should be logging any time the bug happens and it makes changes to fix it
I did 2 tests
1 w/o DoorsFix, it got desynced
2 w DoorsFix, it got synced
gonna bust my save file again
wait
wish me luck
let me check my friend's log
if you were hosting your friend's log will help yes
the bug is more likely to happen for clients in multiplayer
just a word of warning
you might have a hard time replicating it even with a profile where it's recurrant
im pretty sure netlag is a component
if you're doing localhost testing there probably wont be enough of a ping difference to lead to problems
FOUND IT
lol.. i mentioned that earlier but xu told me i was wrong
if their log showed this
and you were able to use fire exits correctly on that day
here it is
then the mod works and i am ready to publish once i have some time
Yes, the apparatus code runs for everyone regardless of some netlag lol
You'd have a network frame of delay because of just rpc'ing to clients that they need to run EquipItem
Afaik anyway
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 ๐
that's how the story goes lmao
this shit been going on for months fr
at least I got the log :,]
good job brother
W moroxide
i actually did not ask my friend for logs so he could've gotten the message LOL
#1354386585948520518 message
my logs
0195d3a0-f325-3f8e-1305-3a6f71f8da72
idk, not me
I'd like to say I have nothing to do with it too
thats some fucked up shit
but ive gotten no reports of this ever and i definitely would have heard of this
Looking at the logs does it only happen when Offense A is spawned?
Lot of debug logs relating to something called "LightsOut"
idk what that is though
well there you go
it's broken as hell
@dense hull
It does look like some lighting so that makes sense
no idea
monty do you run my shit idr
but I recall rovvert did not want to touch that mod LOL
rebalanced goons? yes
have u ever seen this weirdness
no but I also haven't used rbm in a few days
I have not seen anything like this before LOL
the only thing i changed in the last few days was some audio spread issues
idk why narp even assumed it was this
i also tested on lan yesterday and it was fine for both clients
i was testing fire exit stuff
this reminds me a tad bit of the old shipwindows persistent space skybox issue
but idk
ill double check offense on lan rq
looked like this
which is kinda what the 4th screenshot looks like
maybe it's a atlas thing?
mrov installed the lights out virus on your computer you're cooked bro
Apparently Purple had LightsOut installed on his end
yeah i was gonna say, since it only happens on clients it was prolly purple that had it
You're running a client-side instance too right
It happened toward nightfall I think
oh oke
this is sooo trippy tho like esp the first one
im gonna try seeing if its rlly lightsout or something
lightsout has not been updated
i believe it might be a conflict with atlas
i didnt think about atlas being a conflict
nope i just tested with the 3 mods
Ic
how to enter the fire exit on Offence?
im so glad u asked
one second
old video but same layout
it is quite the journey
the cuboid artifacting makes me think it's a hardware issue
especially if it's only replicating for one person and the same set of mods doesnt replicate on other computers
but shrug
Thats why you always bring a ladder
yup
u get it
i just figured like. the offense fire exit is already accessible through movement tech or whatever if you know what you're doing
so i might as well make it equally accessible to people who arent weird
and by equally i mean you waste like an hour getting there
I'M NOT WEIRD!
I'm lying but still
We are all weird around here
hehe
So i know this isn't the best place, but have you or anyone ever considered adding rooms for vanilla interiors
yeah
I feel like that's ripe for content
i wanna make a mod that updates the vanilla interiors
kinda like how this mod updates the vanilla moons
my primary motive is dungenplus
That would be dopa
it has a lot of good features
Dope-a
oh that sounds fun
Actually yeah that would be neat
Wonder if the Manor wasn't actually used for habitation
would updates to vanilla interiors require rebuilding them as a separate interior in LLL
Just something to break up thr monotony a bit
prolly wouldn't "require" it but thats how i would approach it yes
the same way im doing this
just repackaging the vanilla interiors with qol fixes and new rooms
qol fixes hmmmm
Well if you ever do make one I'll be keeping an eye out
well if you plan on touching mineshafts, redoing colliders in the caves would be nice
Dunno what one could do with mineshaft
yes i might do similar things to what rebalanced mineshaft does
because i like that mod generally and i think terra is retiring soon
at least so you don't get stuck in the underwater sections
Wait is there a mineshaft mod?
Oh god I hate underwater
Ah
It work well with butterybalance
i dont know unfortunately
I know i shill for that mod but my god it's perfect
basically it makes the size of the interior more equal to the other two
and makes scrap spawn more outside caves
which is exactly what i would do
Oh yeah
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+
Yeah, that's always annoying
Although can't deny its nice to have one path to go to sometimes lol
It's lights
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
are there any mods that do dis?
for vanilla mansion i mean, i know the touhou mansion did way back when
wish dgp had that feature already
just like, disabled by default or smth
?
it does lol
have u read their docs
well yeah duh, the previews show that it can do that
moreso mean that it doesn't do it
out of the box anyway
ur supposed to configure it urself i dont understand
u could just tie this value to a config value on awake i think no?
no but I mean like I wish DGP had that feature already for vanilla interiors
which it doesn't
yea i see what u mean
yeye
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
meanwhile the old (and kind of still now) weather registry:
ye it wouldn't make too much sense but it'd be cool
and we love it for it ๐ฅ
nein
but yea this is peak
kinda wonder why they didnt release this modifier for the vanilla interiors if they used it in the preview
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
Am I tripping or did you make the grass on Adamance look nicer
Also, still no BigMachine ambience
Oh that's quite nice
Is that the one where you said the modder was retiring
https://thunderstore.io/c/lethal-company/p/Alice/DungeonGenerationPlus/ is this the mod? Seems like it might require actual implementation with another mod
yes that is what an api is
xd
wtf!?
i gave every "lush" moon unique grass textures (except march) and they're all 512x512 like the vanilla one
I'm not good with computer
no worries!
hehe
but yea basically
if i make said mod it would depend on this
similar to LLL
weird cuz its there
ill look into it tho
Maybe the volume/mixing is too low, or the occlude audio is dampening it to the point you can't hear it
yea maymbe
no, something is causing all ambience to not play on adamance
idk why
i need to look into it
sorry i ate the ambiance
Can't spell ambience without adamance
mixer issue? audiolisteners?
that's sort of bizarre
idfk
i have forest ambience, high and low, and big machine
and none of that is playing
for some reason
eugh
yeah
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
The audioclip will error when being played if you need to tick that box and u haven't ticked it (this is in the scenario it doesn't play)
wait ive never seen this before
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
Unity explorer things
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
Is it one of the reverb triggers mayhaps?
I'd take a look at audioreverbtriggers again but I'm about to head to sleep
this isnt me
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
wat
loaforcs or something is causing all audiosources to disable on round start
I did notice soundapi doesn't like forest, blizzard, and big machine room ambience specifically
at least the ambience ones
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
Has the sound been tested with and without our mod?
I see
ill need an actual proper log to do anything lol
sorry but there was nothing of interest :[
i can provide one anyways, if you'd like
id have to relaunch my game
at least no errors
give me one second, ill get a log for you
like no with all of my debugging stuff (without update every frame) active
is there anything you specifically do in code with the play on awake sources
no
nothing in code
i just have reverb triggers set to play on awake
and i do not touch bigmachine
i just moved it
wdym by move?
ahh no I think I've found the problem maybe
?
I forgot a .Play in my scene stuff
can you test https://github.com/loaforcsSoundAPI/loaforcsSoundAPI/releases/tag/2.0.6beta1 when the GitHub action is done
yes
I must be missing something because there's no way someone hasn't reported this before
fixed
also, you'd be surprised
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
yeah
one time i shipped adamance with no navmesh and nobody told me until like 3 days later
๐ญ
I'll wait a bit and make sure it doesn't actually break anything else before properly publishing it
wait
uh
@cobalt ravine yea dont publish this sdlfjksdlfjk
i just found something
ada manace
I don't think that's sound api? at least what I changed in that commit shouldn't be causing that
umm wut
let me double check w/o it
im pretty sure that doesnt happen
dog its not happenin without it!!
im telling you
does it happen with the previous version?
um idk ambience doesnt work
I remember that someone reported something similar when using LR around 2 months ago
this happens on current stable
i can easily replicate it on experimentation
actually i think i have a video
okay so maybe it wasnt this commit
but its still sound api
its definitely just some fuckery with reverb triggers and soundapi
where it happens in my video is where experimentations reverb triggers are
lights out is client-side
but it shouldn't fuck with non-grabbables
sooooo
whatever the fuck happened it shouldn't be me ๐ญ
Person who got the error wasn't using it anyways so not u I think
Garfield must have been touching the fabric of reality once again
This shit happens pretty often on my catalyst lol
Ngl this should be the default but I honestly like the idea of force extension ladder use in offence
It makes players learn the usable aspect of this item
letal ompany
Ompa loompa
no...
gogus
Did you add an indoor ambient to Experimentation?
wym
Maybe itโs just Chameleonโs stormy ambience Idk
but I think I hear a cool whirring inside of Experimentationโs interior
chameleon iirc
ya
not me
im pretty sure chameleon adds indoor ambience for stormy and flooded
it also adds the wind sound for snowy moons i think
oh then ya no
Yeah the main entrance ambient (Not BigMachine) leaks into the interior
its intentional ya
Not sure if it's just a MapImprovements incompatibility, but you should keep it
OH
Awesome
its chameleon
yh
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
that looks a bit too dark imo yeah
It'd be nice if it was optional, because to me personally, it doesn't blend in the naturally bright biosphere Experimentation has
ok
Either that or increase the brightness a bit
i mean i can just make it brighter
making it an option would be annoying
and clutter
Yeah fair
?
For weather only
blizzard and rain effects
oh
nothing else
Anomaly..,
that was the idea
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
I'd be there for Dopa Moons ๐ ๐
I'd be there for Dopa Moons ๐ ๐
I'd be there for Dopa Moons ๐ ๐
I'd be there for Dopa Moons ๐ ๐
I'd be there
well
ive had one in the works for a bit
just one
im being a bit hush hush about it for now
I'm excited to see it
omg liquidation
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
it was going to use a similar system im using to replace the vanilla moon scenes here
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
well given that zeekers is apparently working on v70, liquidation might become real sooner than later
It is currently working?
?
Sorry, I didn't explain myself well.
Has Zeekers confirmed that he's been working on the v70 recently?
yeah
Or is he still on hiatus developing his other game?
he is actively working on the lethal company
oh, that's good
Was this said in his discord or?
i think it was said on his patreon
im spoiling the patreon
he spent a week or so playing R.E.P.O and got inspired
Oh that's why I couldn't see it, it's in the paid post
all i heard was at least a week
liquidation in v50 final
liquidation in v55
liquidation in v60
liquidation v65
I'm actually kind of surprised there hasn't been a fanmade interpretation of Liquidation yet.
Woah, first custom moon (besides mine) to have map improvements! Let me know if you need help with anything if/when you get around to it :)
so uh remember when we were talking abt reverb triggers causing weird buzzing when soundapi is active?
yeah
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
ofc
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
i think it's getting reset every frame and that's why it buzzes
yeah
if you call .play() while something is already playing that will happen
so making it not run every frame will just circumvent it
triggeronenter just prevents that from happening every frame and instead causes it to happen once
kind of
but the popping is just because it's not designed to skip back at that point
it's designed for a seamless loop
i c
also i'm trying something out rn, is the fixed artifice volume from chameleon supposed to look like this?
no
my artifice scene uses a custom volume that buttery doesnt touch
its basically the normal daytime volume but with a darkened sky
bright
thunderstore has screenshots
it frankly looks bad on my scene cuz it makes the spotlight volumetrics just not rlly visible
i guess it doesnt look as good with rebalanced
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
the right is dine (vanilla snow)
left is similar just more noisy
Ahhhh 
so i gave it a unique texture
ye
it looks really cool in game (unless you're using sponge's shader unfortunately)
Lmao what I feel like is gonna suck is if Zeekerss redoes Dine again when V70 comes out
The Sponge shader really improves some moons and others it doesn't, it's great for moons like Wesley's since it makes them look like they've been terra-meshed for example
Ye
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
i guess if this is the case i should also ask
does rebalanced titan have a custom volume that chameleon doesnt touch
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
so i should turn that off too
does this looks like how it is normally in yours?
alr
im basically trying anything to get titan running better
i already limited how big the dungeons can generate
god i hate that fog ๐ญ
so im looking for other hooks into it that dont need to be there
yea idk why it do that
it looks like this for me
i have sponge's volumetric compensation on so it shouldnt be that
oh is it the fog config in rebalanced
this is just what titan's fog looks like
in vanilla
but yeah i think the fog setting i added makes it look like this instead
well i got it to run at 48fps average
damn
if i turn that on and it drops a ton then i dont think i can keep it
integrated graphics ?
no i have a 4070 super
wtf lol
the game just doesnt use it
ok so cpu bottleneck then ig?
i7 12700kf
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
letal ompany
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
i wouldnt use it tho if ur having performance issues
on the other hand,
there has to be something im doing wrong
how does my profile run so badly
how many mods do you run anyways
i never got this low with a 9900k/2080ti on a 160 count pack
right now it's 227 but i think some are disabled
hm
yeah idk it's weird
i legitimately dont know whats happening
its definitely something
cus i tried someone elses 220+ pack and ran high fps on most moons
i remember show tzp/spraycan capacity by piggy used to make me actively lose like 20fps
before it got fixed
i should also just verify integrity for good measure
If I look at your profile and see you eating the fps eater 9000...
Eating?
Wow I'm tired
what is it
oh
you said if
i shouldnt be running anything particularly bad for performance considering how often i see the bad performers in here
can't be it
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)
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
i didn't know literally anyone liked this feature
ill have to think abt it more i guess
for what it's worth i like that fire exit better where it is in vanilla
You can just make it a config
I think this mod would benefit a lot from more configs if I do say so

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
the config for this mod is already kinda messy im
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
gonna have to make more categories at some point ig

did u change anything abt titan other than the new snow texture
i just loaded it today and got 110 fps average wtf
put it to sleep overnight?
idk sometimes game does this to me
random chance to run good
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
thats so weird
also cus like
literally 2 minutes apart i loaded artifice
first time was 110+ second was ~50
maybe you can beg matty to profile your modpack
i would help but i have no idea how he does it
i still feel like you have some bad mods or something
maybe but i dont wanna bother someone for modpack profiling when they have better things to be doing
ig
sucks though cuz im kinda invested in this
maybe i could bother him myself. and ask what he does
profiling is pretty easy
i would love to know more if you dont mind
diffoz has a thread in #1175883003474485369 that explains how to set it up
i would profile myself if it didnt stop itself when i use it
ahh okay
you basically just need to pull some unity debug DLLs (if you have the right version installed they are somewhere on your computer)
i followed all the steps but profiler doesnt wanna run cus it runs out of memory
i have 64gb of ram so im kind of confident i can profile with 4 clients
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
i think theres also launch parameters you have to set in steam
