#Lethal Sponge
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society if people changed to gale
yes
UNLESS THAT'S A STUPID QUESTION
brotherrrrrr
Gale is just peak fr
i will eat myself
It's literally just another mod manager

ok im switching
so this is my mod pack code
0198aa60-9b60-5e8f-66f6-6120fd755cd7
and it will work
?
same codes
same everything
you will log in
and it will ask you if you wanna port your profiles to it
Btw, I'm also interested in this ๐ Idk if any config "fixes" this
been testing
uhhh don't seem like it
but ik hdlc did
but hdlc is poopy compared to this mod
so idk
log in?
HDLC is past it's prime
ah alr
but you can also log with discord
thought i had to make some shit account
Don't use it, currently it's not updated and has a lot of incompatibilities
and make shared codes
That's just a view distance thing
lol
gale's best feature
i mean i can always share my codes with thunderstore
i don't see the difference
Wdym 
Unfortunately I have people that don't like Gale and won't explain why
so I still need to do manual exports as well
https://galemodmanager.com/ is this the right website
Download Gale Mod Manager - the ultimate, lightning-fast tool to install, manage, and dominate with your favorite mods for thunderstore.
No

You're saying that Gale had an option to share profiles and sync when I make changes all this time and I didn't know?
stupid
stupids peoples
https://github.com/Kesomannen/gale/releases Get it from here
deserve death penalty
yes
WAITR WHAT
But is there a way to increase it?
ok now im confused
You can but it causes some issues, we tried doing it with CullFactory before and clients noticed some bug of view distance resetting
as shrimple as that!
do i download the first guy's link or yours
I would just not bother
@foggy void
Both are official sources
https://thunderstore.io/c/peak/p/Kesomannen/GaleModManager/
download it from here, where it says manual download
Ok then
aw man, i mean yea fair tho
Why did you do that to spongebob
no!! spongebob would never do this!
so um
Hmmmm I think there's something I should do here but it's not clear enough...
????
LOL
how tf did you get markdown files to be assigned to l4d2
change it to notepad lmaooo
I HAVE NO IDEA
IT JUST DID IT ONE DAY
HELP ME
Bro is playing LC2 while we're waiting LC to get off from early access
True
better

idk how or why it's like that on my pc
is there a way to convert all md files to not use l4d2
I would put .md and change the default program (for the future)
yes
btw for future reference, don't change md files to txt, right click and select "open with" and then choose notepad and set it as default
ahhh
i had a feeling it was with that
did it
i must've miss clicked at some point then
ok now what 
run the executable
Install it
the one on the bottom
tbf you haven't given me much indication you know how to do this stuff
ok fair yea mb
alr did it
i uninstalled thunderstore before launching the game on gale
and i feel as if that's why my mods seem to be uh.......... not the saved in terms of settings
or maybe im stupid
did you use the import function? either way they should have (from code or importing directly)
Weird
It should have
Maybe smth happened in between
But either way
You have now ascended
did i have to check the import all files toggle?
cuz i didn't originally
but luckily i still have the original code soo
maybe it'll work?
Try doing it
uhmmm yeah, you might want to do that
oof
If you have things outside common ts you need to do thattt
mb i didn't see the option
Ye happens
i was too fascinated by the slick design of the program
Hehehehehhehehehehehehehhehehewiwijebehu3h3o2092u2hvejdbd
worked
if you have it installed, sure
Gale is actually so much better it's not even funny
Fr fr
Is there any known incompatibilities with this mod at all? I've never used this mod and I'm just making sure before I install it.
None that I know of. Besides a terrible mod called surfaced which you should uninstall.
-# ||There arenโt any known incompatibilities||
whats wrong with surfaced
spongebob made it 
Is there a setting to use sponge with no visual difference? Or if I did that would the mod simply have no impact whatsoever
Since it's just difficult to see things that are farther away inside with the shading, especially noticeable in caves
issues with CullFactory view distance switching? any idea what causes it?
(if it doesn't seem to happen every time for clients)
first I've heard of it
@versed orbit Do you remember the issue and a good way to describe it?
Turn off the shader in config
You might need to disable it removing postprocessing too
Like the custom shader?
yes
Thanks <3
there is no way to use the mod without it impacting the visuals of the game
there's always going to be a tradeoff
the biggest difference is the shader so you can usually just turn that off and resolve most of your issues
but you'll still have like, FPS limiting for the cameras
items disappearing when far away because of LOD tuning
lights working differently at certain distances
etc
i know this is a late reply but the mod looks weird with the Liminal Pools Interior iโm pretty sure
is it possible to allow the game to run 4096x shadows?
i uninstalled sponge after fiddling with the camera settings and uh...
beanie
hello hello, question! which setting makes the radar look like this? (Second image the one with Lethal sponge on) or/and is there a way to prevent it?
I think resizeTextures and maxTextureSize in the config might affect this
Any problems with this mod on the new version?
I would assume not as it is not involved with networking I think. Mostly handles how the game and its assets are being loaded after all
It doesn't work, after I pull the lever the game crashs
Good to know. Guess this one will need a tweak as well. Let's hope it comes soon
It seems like it was another mod doing this in specific situations, and when I downloaded Lethal Sponge, the game crashed, so I thought it was Lethal Sponge. Sorry.
Dw, know that kinda situation all too well. Not always that easy to judge that. Did that other mod act up with LethalSponge or what do you know about what happened?
Im not a 100% sure but biggership and weatherregistry
@scenic ocean On v73 if you have both LethalSponge and TooManyEmotes present the game crashes when you land the ship
it works fine if TME is disabled and Sponge is enabled
also works fine if TME is enabled and Sponge is disabled
So you prolly need to recomp the mod I assume
Yeah it's a Sponge issue, prolly the post process stuff is broken
I'll take a look into that, thanks for letting me know ๐
Yeah can confirm it's on Sponge's side since I tested a recomp of TME and reprod it
Are there any error messages, or does it just crash?
It just crashes
Right after lever pull basically
can i see your sponge config cuz it doesnt crash with my current one
or is it just a default one ?
I'm not replacing the posterization which is prolly why
Maybe this also helps @scenic ocean
I can also just share the full config but yeah
It has to be on v73
Or now it doesn't wanna crash whaaaaa
I reprod this several times
!nuke game (in the past)
I fucking crashed it so many times and now it just works okay
What the hell
lmao
Lemme test the live TME build again
WHAT THE FUCK
LMAO
Why is it fine now
AHAHA
I'm losing it
I made it crash every damn land before
WAIT A MINUTE I KNOW WHAT DID IT
@scenic ocean I had the option to disable Motion Blur on when it was crashing
LMAO
Hold up just a damn minute
TME + Sponge + That option does it?
โ ๏ธ
OKAY IT JUST REFUSES TO CRASH NOW
I am so hella confused
LMAO
โ ๏ธ
๐
the one u share doesnt have remove blur set to true so
yea illl try that combo now
The gradually depleting sanity when mysteriously unable to repro the issue ๐
Mood
Bruh in this video it crashed right after lever pull but it was game capture
it doesnt crash for me... at least on my own profile
lemme try a fresh one
I have no idea why it wanted to be a bitch when I caught it red handed earlier
Wait I just realized I scanned before pulling the lever
HMMMMM
That actually may have been what I did when it crashed after the ship landed too
I might have scanned and it died
It just wants to behave now
like
most of the time
Idk
u should keep trying again 
Nah it's definitely some sponge related issue but idk why it's being inconsistent now
lol
It also could be a bug on TME's end still since I never had it once before pairing the 2 together
idk
Best thing is for both mods to get recomps and update prolly
lmao
Here's the logs from that crash I recorded too
i am also getting extremely inconsistent crashes when landing the ship on v73
in my case it has only happened on dine and seems to only happen with imperium installed
I only get it with Sponge and TME together
I had it happening consistently too idk why it's behaving now
not related to sponge btw i just wonder if something else is to blame
I wish I could manually import the new BepInEx into Gale and see if it's related to that
Cus the old version of BepInEx 5 might be being fucky with the current Unity build
iirc didn't the Peak community also have some inconsistent crashing issues til Bepinex got updated for them specifically @pale narwhal?
https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.4 Wouldn't hurt to run a test with this and see if it stops cus if it does we should prolly get TS Staff to update it
i have no idea
is there something preventing this in gale
i feel like replacing the files ought to be possible
replacing the files just breaks Gale
That being said I might be able to import it into R2
I can almost guarantee its not bepinex
We don't know for sure what it is, that being said it doesn't hurt to see if it might be
updating bepinex would be pretty funny because then every log would be congested by complaints that mods are targeting the previous bepinex version
could be mods hooking into some method as well
until everybody recompiles again
actually it shouldn't care, it's backwards compatible
it only complains if they look for a newer version
lmao
if you want to copy your profile's mod list i can post what mods overlap with mine that's crashing
i have less than 50 enabled so it shouldnt be too difficult to narrow down
Idk if it will show the disabled ones or not
Doesn't seem to
Oh wait yeah it does
MonoDetour shows up
LMAO
Let me correct this to exclude disabled mods rq
Actually
I just noticed
I disabled Chameleon unintentionally
and I had it on when it was crashing consistently
AinaVT-LethalConfig-1.4.6
BepInEx-BepInExPack-5.4.2100
ButteryStancakes-BarberFixes-1.3.0
ButteryStancakes-ButteRyBalance-0.3.0
ButteryStancakes-ButteryFixes-1.15.3
ButteryStancakes-Chameleon-2.2.0
ButteryStancakes-EnemySoundFixes-1.8.1
ButteryStancakes-JetpackFixes-1.5.4
ButteryStancakes-MaskFixes-1.5.2
ButteryStancakes-MeleeFixes-1.4.1
ButteryStancakes-WeedKillerFixes-1.1.2
Dev1A3-LethalFixes-1.2.8
DiFFoZ-HarmonyXTranspilerFix-1.1.0
DiggC-CruiserImproved-1.5.2
Fandovec03-SpiderPositionFix-1.5.3
Hardy-LCMaxSoundsFix-1.2.0
JacobG5-ReverbTriggerFix-0.3.0
LethalCompanyModding-VertexLibrary-1.1.0
Lordfirespeed-OdinSerializer-2024.2.2700
Rune580-LethalCompany_InputUtils-0.7.10
Zaggy1024-PathfindingLagFix-2.2.5
Zaggy1024-PathfindingLib-2.4.0
mattymatty-Matty_Fixes-1.1.35
xilophor-LethalNetworkAPI-3.3.2
Hmmmmm
these are the 24 mods that overlap between our profiles
Yeah it might be Chameleon
Cus I stopped having the consistent crashes with that off
But that's an odd combo
i would be very doubtful but i guess nothing is impossible
chameleon does not consistently induce crashes for me
Yeah no it's usually fine for me as well
and i've played around in snow caves, with manor doors, etc. features appear to work fine
The crash issue I'm thinking is that + TME + Sponge
which also might link to the crash with Imperium too?
Chameleon + Imperium?
also of note, i guess, i use loadstone unstable beta on this profile and you use stable loadstone (unless you have it disabled)
Still seems okay
so strange
I did have some other mods on earlier that are broken like The Locker and The Doctor
Idk
I just wish I knew why it was consistent before but now it's fine
lmao
i will say i checked my crash logs
loadstone is one of the last few things to output before crashing
but im not sure if it's just coincidence because it's crashing right as the ship lands
pathfindinglib and/or loadstone generally show up in the stack trace or right before
Following up on the PathfingindLib theory
What are the chances that everytime it crashed it tried to spawn in The Doctor? @pale narwhal Since he is broken on v73 and he can spawn at round start
That won't explain the random crash when the ship fully landed though with it disabled
but might explain the ones where it did right after lever pull
i have no idea what the doctor is, but if that's a custom enemy, i don't have it installed
i have next to nothing in terms of custom content on my profile that's crashing
Yeah which makes this stranger
these are the only mods our profiles share
I do know these 2 guys were enabled at the time I was producing them consistently though
both of which are broken
- you have loadstone and i have loadstone unstable beta
if i had more time and energy right now, i would try to replicate a crash with loadstone off, but i was planning to sleep soon so i dont really want to get into all that
I'll test rq since you said Imperium makes it more likely
Loadstone might not even really be as necessary anymore
it loads way faster without on v73
No crash
with it on or off with imperium
Okay, just uploaded the recompiled update for this version.
v73 is actually using a new version of Unity HDRP due to updating the Unity version, when I have time again I'll need to look into if that changes anything significant. For now it just means I had to retarget the transpiler that Sponge was using.
Not sure if a recomp and transpiler fix will solve the issue you were having though, let me know if it keeps happening and I can dig deeper.
Or... I tried to upload it. Got a package rejected. I'll have to look into that.
Reason: Invalid submission is not the most descriptive.
ask there
Thanks. Although, the rejection message has now vanished. So maybe it resolved itself?
I guess if someone could check and make sure they're able to see/download v1.1.11 of Sponge that would be great.
yeah if the message is gone that means a janitor saw it and approved it
it gets rejected automatically based on whatever it detects and yeah
happens to every update of my mod ๐
thankfully the janitors are actively pretty fast
That's good, it gave me a bit of a scare, haha
Never ran into that in the past, usually the uploader stops me if there's something glaringly wrong.
Anyway, the patch should be up, let me know if that resolves the issues.
dont worry, this will probably happen to every one of your uploads now ๐
I dont get crashes with both enabled on my V73 pack
Sponge got updated, and yeah we found it was inconsistent
You're a bit late lol
Even yesterday i mean ๐
Is there an option in this here's config to increase the render distance?
I want players in my modpack outside of the facility to see EVERYTHING while jetpacking
i put one in for decal distance in my mod
no but you could use HDLCpatch or https://thunderstore.io/c/lethal-company/p/IAmBatby/NoLOD
it depends on what you mean by "render distance"
several objects use LOD groups and get culled at faraway distances
so you'd need this to fix disappearing trees and such
if you just mean "make the camera draw more stuff at a further distance before it turns into skybox" you'd need to increase the clip plane distance
which you could use cullfactory for
vanilla's value is 400 but anything 1000-2000 should be more than enough for basically every vanilla map
Does it affect performance heavily, since all models will be at their highest poly count?
i mean yeah cuz that's the point of the LODs to begin with
it'll be rendering more geometry at all distances
frustrum culling can help mitigate that somewhat
and that'll happen no matter what
Update?
Okay, I finally had a bit of time and energy to do more reverse engineering. Complete rewrite of Sponge's replacement shader is done(ish). Pushing it up to thunderstore now.
### [1.2.0]
* Rewrote the replacement shader from scratch, basing it off the assembly of the original lethal company shader. It should be much closer now in visuals.
As you can see, the color balance is now nearly identical, and the way shadows are effected should be about the same as well.
There are still some differences, mainly related to lighting and fog, due to how this is a fullscreen shader instead of a per-object shader.
If I can get more time/energy I'll try to iron out the last few things (I think it's losing a little grunge on the color edge detection for some reason), but this should be 90% of the way there to the original shader, but without all the performance issues.
As this update is just to the shader, there shouldn't be any compat issues with other mods. It should still work fine with VR as well, as I'm still using the XR shader macros, but if someone could double check that I'd be grateful.
goated
with the sauce aswell
Is there a way to keep the outlines and use your shader?
The new shader should have just about the same outlines as the base game.
holy shit we're so back
Interesting notes on Lethal Company's shader for anyone who cares about the technical bits:
- The 'Posterization' effect is actually just a Luminance check. Anything above a certain Luminance value is increased by 30%, anything below is reduced by 30%. This is what makes the obvious color band seen on the wall in the screenshot above.
- There's another check for overall brightness, and anything above that gets brightened even more (usually outside the noticeable range due to HDR). That makes the crazy highlight you can see on the wall from the lamp.
- There's two edge detections, both sobel filters, one for color and one for depth. The color edge evaluates R, G, and B separately and uses the one with the greatest edge. Both have post processing on the edges, where they are thresholded, smoothed, and color corrected.
- There's no HSL or HSV conversion. Everything is RGB HDR, with the exception of the Luminance cutoff.
And for anyone curious what the actual post processing values from the base game are for the edges:
_OutlineThickness = 0.001f
_DepthThreshold = 0.4f
_DepthCurve = 0.4f
_DepthStrength = 6f
_ColorThreshold = 0.47f
_ColorCurve = 2.94f
_ColorStrength = 0.65f
And if anyone's really curious, I've added the shader files to the github repo.
They were the only thing not on the repo before since they were managed by Unity and I didn't want to include the whole bloated Unity project on the repo.
Holy shit just looked at the screenshots and I can barely even tell the difference it looks practically 1:1
Hella nice job
Fog/volumetrics is still going to be a bit different. I'll probably never be able to get that part 1:1 just due to the nature of the replacement. I'll have to see if I can get it closer though.
what u got is fantastic tho so erm
this is really really impressive
leaving this aside i think it's incredible either way
This doesn't do much of anything for VR since the game does not support Single Pass Instanced rendering. Need to fall back to Multipass rendering which works without the XR shader macros (but is significantly less performant)
Its incredible
Ah, damn. Well the shader is faster than the base game one even with multipass rendering, shame it can't get the added benefit of single pass.
is this how things are supposed to look from far away
ive been using the sponge shader for so long idk if thats normal
how far away is dat
i think posting a screenshot of the entire screen would work :3
you should be able to type /sponge shader in chat whenever to swap between the vanilla shader and sponge. So you can use that to see if the outlines are different
I'm assuming the issue in that screenshot is the fuzzy outlines on distant object, at least.
ah here's a comparison
That looks normal, I think? Likely the vanilla shader will have heavier fog
yeah
vanilla's fog is thicker, and it washes out the non-outline portions of distant objects
yeah i guess thats the different
That's going to be the main difference
it looked like a really strong anti aliasing on some other moon but i guess its just vanilla
I think I might be able to replicate that better if I tweak some more things, it will take some testing though.
As that part can't just be a 1:1 reverse engineering since the shaders happen at different portions of the render pipeline where volumetrics aren't as accessible. I've got some ideas to work around it though.
left: sponge shader
right: vanilla
just further comparison i guess
the occupancy sign feels off and i dont know how to explain it
all i see is that the text shadows are a little thicker
but how the hell are you gonna notice that in normal gameplays
this video always makes me a little happy
looks a little like venetian blinds
my tism
Huh, yeah the effect on the sign looks wrong. I'll try to figure out what's making the edge detection act like that on it. Vanilla's looks to have more sharpness on the lines.
no shader vs shader
Okay, found a major source of the discrepancy. I had missed that during the color sobel filter, the original shader is modifying everything by the camera's exposure value.
Still trying to find out why some of the edges get oddly thick/fuzzy though, but I should have another patch soon that will bring the edge rendering closer.
just to let you know
zeekerss was experimenting with moving over to a fullscreen pass yesterday in the patreon channel
im not sure he's 100% committed yet but he's wanting to add some new objects that don't work well with the original renderers pass
but if that happens im sure it will have a very interesting effect on things
does it work on v72? or only v73
I saw the pictures of the new shader and I currently dislike it, I like the fog volume changes and stuff but the toon outlines are way too thick and it looks odd rn, I hope he ends up toning it down cus it just doesnโt look right atm
I understand replacing it though and removing the old shader natively will optimize things a ton, just hope he manages to tone down the outlines cus I feel like those are the only thing that look weird rn
Only v73 right now, since 73 messes with a lot of backwards compatibility.
That's actually super cool. Zeekers should absolutely be doing that.
If that goes through and is identical, the shader portion of sponge won't be needed anymore. If Zeeker's new shader isn't identical, I'll probably keep sponge's in as a way to have the old shader.
Maybe I'll reach out to Zeekers and offer this shader, if I can iron out these last few bits.
He's also gonna be adding in new Skyboxes so Atlas shouldn't be necessary anymore after, seems like that default google maps skybox is gonna be removed lol
Figured out why the edges are fuzzy, it's due to resolution. I hadn't noticed it much while testing because I test in windowed usually, but since I moved the color sobel over to a sampler instead of a direct load it was being effected by the games' resolution.
Original shader only works on the 860x520 rendertarget of the camera, so running the new shader at 1920x1080 was essentially doubling the color line thickness.
Or at least reused way less
oh lol
Tbh I didn't even really notice it
Just trying a few things so I can sample from the exact same rendertexture as the original shader, then it should be ready for another patch
I may have also fixed volumetric lighting and fog? I need to test that more afterwards
Hell yeah 
I think it's a good sign when I can no longer see anything changing when I do the "/sponge shader" command
with and without the new shader at 1080p
that's amazing
Okay, the last thing is properly accounting for fog. It's closer, but getting a bit too bright now.
wow thats pixel perfect
a quick question: is the "old" shader gonna be available? it worked with blackout weather just perfectly and - if it's possible - i would love to have an option to use it ๐ฅบ
I can move the previous sponge shader into the 'legacy' slot, so you can toggle it.
Does anyone still use the existing legacy shader, the very first sponge one that has an option in the config? If not I can just replace that with the previous shader.
๐ฅ
i think it has kind of a cool psychedelic effect
i used to use it on another friend's mod pack but that was like months ago and i dont really care if it gets removed
i just think the weird colored outlines are silly lol
are these the same image? the text in the upper left corner is the same on both of them
oh, huh. that does look to be the case
Here's two actually different images
I think everything is identical except 1 final thing now.
The original shader doesn't touch the skybox at all, but sponge's fullscreen does. I have to see if there's any way I can exclude it.
I think I can do something with the depth buffer in order to exclude it.
Okay, I'm actually really confident now that this is 1:1 with the original shader.
including fog
hell yeah, looks great
This update will change the default of the volumetricCompensation config to False, as the new shader no longer needs to compensate any volumetric differences.
The new shader also doesn't need the custom injection point that I had added a while back, but I'll keep that in so the legacy shader still works.
With this, you might be able to run the new shader on versions before v73 as well, since the new shader doesn't use the injection point anymore.
Haven't tested that myself, but the injection point was the only breaking change from v73.
Just pushed 1.3.0 up to thunderstore. At this point, if the shader looks different than base game, let me know here since that's a bug. It should be 1:1 in all cases now.
### [1.3.0]
* Finished reverse engineering the original shader. The new shader should now be 1:1 with the original.
* Moved the previous shader into the Legacy slot, accessible in the config.
* Defaulted Volumetric Compensation to false, as it's no longer needed.
* Disabled a number of transpilers and patches when not using the Legacy Shader, since they're not needed anymore.
Actually, there's one final case where it won't be 1:1, which is cases where mods excluded models from being shaded. Usually skin mods I think.
The new shader will affect everything at the moment. I do know how I can fix that as well though, if I make a mask based on materialID or layer or something, then exclude based on that.
I think the most popular case of that is from ModelReplacementAPI? I don't use skins generally, so if someone else knows more about what mods are bypassing the original shader and how, I can start thinking on how to support that.
this is unbelievably impressive
i absolutely can't tell a difference anymore
and i can feel a definite performance improvement
Has anyone tried this with lethalelements? Im curious if the snow still looks the same
Holy fuck this is baller
Pawesome job
the moon IS bright
Thats where its the most noticeable
normally
Thats the only place i was able to get the snow as black as i could
Other moons can be less noticeable
:(
wow this is insanely good
hopefully zeekerss will take a look at this if they're going to be changing the shader
he doesnt look at mods for the mostpart
he likes to seperate himself from them generally
If the lethalelements snow is acting odd, it probably just wasn't affected by the base game shader and is being caught by Sponge's now. I need to add some kind of masking option next so that things can be excluded from the new shader.
I'll have to think on it for a bit, but I might be able to make it a config option, so you can personally set what layers/objects you want excluded.
actually a issue with the base mod as well haha, tho yeah the older shader seemed to kinda fix it
at its root its an issue that pacho has to fix on LE's end
but he has a lot of projects lol
The LE Snow is not a Sponge issue
It's a v73 problem
I dunno exactly what changed in v73 that made snow look goofy, I know rebuilding a bundle with the new Unity version is supposed to fix it but I can't exactly do that without the original project 
I think last time I was looking into it I was experimenting with changing a bunch of material properties at runtime, but I dunno what'd actually fix it
Yes sorry, LE snow is v73 issue, something changed with the shaders and completely messed up the snow, i was wondering since you remade it, maybe it magically got fixed but yeah
Nothing to do with sponge
Interesting, I wonder what changed so much. I know that v73 is using a newer version of Unity HDRP.
shaders on some older moons also broke
The HDRP version update is why some Shaders are borked, it's fixed by having the moon or said other thing be re-exported on the updated Unity build
there appears to be a problem with v1.3.0 where enabling "disable reflections" under rendering settings completely blacks out everything
screenshots are from a fresh profile with only sponge, only change from default is enabling that setting
it "looks just fine" if you disable that setting so not a huge deal. i also dont use the setting on my main profile, only another one intended for use by a friend with really low end hardware
but if it's a hassle to fix, probably the setting should just be entirely removed, i guess?
I'll take a look into that, but yeah if I can't figure it out I'll remove that config. Wonder why reflections would mess with the shader like that.
some textures are still doing some funnies with sponge it seems (left is sponge, right is vanilla)
where is this? scoops probably would need the place to test stuff like that
Solitude, from beanie
i can confirm
genuinely no clue why this happens
that area is a bit grainy compared to normal textures in vanilla but sponge for some reason makes it constantly shifting beige static
hmmโฆ what moon is that
also weird grainy effect on Forsaken leaves and trees
i have noticed the shadows look far more flickery than usual in still scenes when fps isnt a consistent number
I'll take a look at those moons and see what's causing that
The issue with Forsaken wasn't you
It was something Luna fixed
Okay, but the solitude one looks to be, so I'll look into that
Yeah dunno what is going on with Solitude lol
Solitude with/without sponge looks identical to me
@faint zodiac was the one testing
maybe he had the legacy one on?
I'm thinking they might have legacy on, or another setting
Did you have any alternate Sponge configs enabled?
i was using the updated sponge version
default configs
i didnt touch any configs
do i need to opt-in to something?
uhm, afaik it was not?
Beanie specified that it was not forsaken fault?
my current settings that look fine
I saw Luna update it and say the issue was on them idk
is the top one not meant to be on by default?
The top one should be on, that's what actually enables the shader
These are the correct settings
file optimization and correct files update
This is wrong lol
hmm. why did it look bad for me then... ill test again
Hmm, what other mods are you running?
it doesn't have nothing to do with the grain texture
Maybe there's another mod causing something
basically only imperium, which i just removed to see if it was that somehow
loading in again
because for me this is how it looks, Sponge on left vanilla on right
I think I had posterization off bc of the earlier versions
I should prob change that lol
since before it was bugging something for me
I think the custom shader does not activate if disable posterization is enabled
it seemed to before? ig ive been playing without it for a while
I'll walk over there and check, thanks
XD
If you hover over custom shader, it says something like, requires removed posterization to be enabled. I could be wrong though.
its sorta gone?
if disable posterization shader is disabled, none of the custom shader stuff is enabled
because you have to disable the posterization shader or lethal's vanilla shader will draw and there's no reason to replace it in that case
im going to commit die
the *4 settings after "remove posterization shader" are all dependent on it being enabled
im actually not getting this anymore but it might be because of stormy
i had clear weather
oh maybe it's imperium
YEP
lemme check without
its gotta be imperium then
no no no i did it without
before it looked like yours
then i removed it
Oh wait, I'm seeing some static looking stuff by main
and its this
it looks like it might be that area?
imperium is probably the issue
vanilla does that too though
well, maybe vanilla without sponge doesn't
let me test a few more times
Might be some other sponge setting messing with both shaders
still the same without imperium
from my testing, the new shader you made runs fine without imperium
whaaat
i was on stormy
lemme check
on normal
There are like 2 really near to main
i mean, i would be confused on how imperium would impact the rendering in this scenario
let me get a video
I've had Imperium impact other parts of sponge, but this should be unrelated.
I think it has to be weather related or something
If it's being inconsistent
mine are all in clear weather
Okay, just to be certain on my end
i lit downloaded in a fresh profile
Left is vanilla shader, right is sponge
I'm getting it on both
Let me try without sponge completely
what is happening bro
how do i not have it
but
both of you
this hurts my head
This is wild. I have no idea what would cause this to not appear sometimes
maybe it's drive issue like amd/nvidia (would be odd but... idk)
same
only these mods btw
Aha, without sponge it doesn't show.
I think it's a different sponge option that's causing this, unrelated to the shader
getting the same results
this is with no sponge at all
time to mess with other sponge options and see what could be doing this
Interesting
hmmm maybe the resize textures?
Oh, that's a good thought, if the ground texture is really big
I think that's it? I'm not seeing it
Oh so the texture resize is also affecting moons lolol
@fluid pelican Since most moons use 2k textures, increasing the size to 2048 should fix it
OHH OF COURSE ITS TEXTURE RESIZE
Yeah i had that off i think?
Yeah you prolly should just change the default to 2k ig
so without it, it just goes to uh
idk how sponge resizes them but it's making them tweak
pixels
Probably, people with really bad machines can just put it back at 1k
Sponge is crunching them down to 1k is why
maybe have texture resize off at default
but make a big suggestion in the description
Nah because typically a 4k texture getting downscaled to 2k is fine
is 2k the current default?
i do resize them in editor and they're fine, but maybe it's because it's done on runtime or something
Possibly
I've seen some horrifying 8k textures in mods, so I'd like it to stay on by default, but moving it up to 2k is fine
I'll patch it to be 2k default now
this seems like the best idea
although 8k textures have got to be rare jesus christ
Some older scrap mods and such have huge textures
I was given a 16k texture for the old meteor shower model iirc
b- b- b- buuuhhhhh????
I should actually also be checking out the resize method, because it looks like the resize is doing more than just downscaling, at least for normal maps
I might have a bug with normal resizing in particular
definitely might be whats going on here
It's ending up a way lighter shade
Oh odd
so I think sponge's normal resize has a bug
what the hell
yup, it was that
I'll put out a patch to increase default to 2k, then look into what the resize is doing wrong as well
oh, wait... it's totally changing the file format. It's resizing into R8G8B8A8_SRGB and not BC7_UNORM
I've got some work to do on that
we learn something new everyday
Wish there was a good way to make new Bepin config defaults override old values.
2k default will only affect fresh installs, people with it already set will need to change manually
Making a new config option always works... Lol
Yeah, but then it just gets so messy.
Because the old options stay as like, phantom configs for people who had them
Wut, you don't clear orphaned configs?
A handful of configs don't have an option for this surprisingly
I mean it's a code thing not a thing you'd see
I've never seen a mod without auto clearing of orphaned options
Does bepin have a setting for that built in? It shouldn't be too hard to write myself if not I guess.
Contribute to TeamXiaolan/DawnLib development by creating an account on GitHub.
Was easier to find the file than the thread tbh
Oh, I see there's an example on the modding wiki now too. That's really nice.
I'll just add that in with this patch then.
Ye
Damn, so Bepin actually just saves a property called "OrphanedEntries" but doesn't expose any way to clear it without reflection?
Okay, just pushed up the patch with the new default maxTextureSize, time to look into the texture resizing method and why it messes so much with normals.
my dumbass realize cause of yall sponge's renderer wasnt helping my performance bc it wasnt on ๐ญ
its all be placebo
Okay, found a fix for the normal static on resizing as well, so anyone who needs to resize textures below 2k won't have to deal with that.
It wasn't regenerating mipmaps, which was the issue.
hoorah
Uploading 1.3.2 to thunderstore with the fix now
Now to look into that disabled reflection issue. I think that was the only other reported issue at the moment.
Huh... Disabling reflections also has the same effect on the vanilla shader when swapping.
Maybe v73 changed something about HDRP reflections on cameras?
Oh my goodness, it was because I had accidentally reused the disable reflection config for refraction.
I'll just remove the refraction disabling option, since that seems to not work (maybe because of the helmet?)
prolly
Okay, just uploaded 1.3.3 with the fix for disabling reflections.
You're cooking today Scoops it's good to see lol
goat
Finally getting around to finishing the reverse engineering gave me a lot of energy for the project, haha.
Wasn't sure I'd ever get the shader this exact tbh.
It's really impressive the work you've done, I can't notice the difference between vanilla and the shader you made. Congrats ๐ ๐ ๐
@scenic ocean Hey, I was working on my own fullscreen-pass version of the game's shader, and what impresses me particularly is that it seems like you were able to sample the volumetric fog into your shader to lessen the depth outlines. I'm using Shader Graphs (because shader code is way beyond me), just copied the original shader nodes into a fullscreen version, and now I'm stuck with this look. I wonder how you dealt with that. (But at this point, I wonder if I could just use your solution?) 
Hey Zeekerss
So amazing to see you in here
XD
it would help a lot with performance, i can't believe zeekers himself here wow, scoop it's your moment
Yeah Scoops did an amazing job at doing the shader, she talked about giving you the shader to use ^^
I never expected to see zeekers here XD
this was not on my bingo card, 2025 is wild wow :0
Unrelated, but you should lurk around this server!
Might be able to get some inspiration from what people here have made
being more involved with the modding scene is healthy for every game 
yeah, cool to see the dev himself in this server at least!
update your game!
๐
Holy shit it's zeekers

And that's why we can't have cool things
it's the truth that needed to be said
hey chat can we jump this guy?
no?
ok
Zeekers is gone for a year now
yay
Be nice

We should avoid talking in here so Scoops doesn't have to scroll through 300 unrelated messages 
sorry Scoops lol
scoops wondering why the thread got so many messages
bro really thought it was a good idea to say that when Zeek is clearly working on it and is here asking for help
"iT's tHe tRUTh" how about you become a mudskipper huh
Anyway when scoops comes online this is the message #1345089401100701778 message
100% ragebait, stop giving it more attention, we have bigger fish on the plate hehehe :3
Because the thread kinda imploded
whoops
gen im gonna
ki (ss/ll) you
hi zeekler
hi
thank you for saying hi zeekler that made my day
w zeekler ๐ฉนโค๏ธ
it's really nice seeing you here zeeks :3
you have truly changed my tiny beanie life for the better โค๏ธ
Glad to see you around 
i agree!!!
Hope scoops is online soon

Hope so too, he might be sleeping rn in which case I am sure he'll respond as soon as he wakes up ^^
Okay I figured out how to put your shader in the game, so I think all I'd need now is your permission. I'll put your name in the credits, unless you wouldn't want that
Oh. That's neat
I think he would be okay with it, he did talk about giving you the shader ^^
Awesome!!! I love optimization
we are looking ๐
lets wait for scoops reply
neat
its one less pass
It's a single shader pass instead of per object if i remember correctly
Scoops is here ๐
there we go!!

Woah! It's awesome to see you here. And yeah, I'd be honored to have you use the shader in the main game.
beautiful moment
Yeah we love seeing Zeekerss in here 
Lets all hold hands and sing
My username (Scoops) in the credits would be more than enough. I'm just happy that the shader can help more people enjoy the game.
This day will be remembered
dad i made it, i was here
currently storing it deep within the recesses of my brain 
Hoorayyy thank you!!
yeah it made the game run so well with my monster of a modpack
thx for it
Scoops rn
we love you zeekers! good luck on whatever you're up to now โค๏ธ
^
^
^

You can DM me on discord anytime if you want any additional changes to the shader or anything else. Super happy to have the chance for it to be in base game.
thats goat
we'll let you cook zeeks, we are all very thrilled to see what you do
Aye excited for whatever is next
also @scenic ocean congrats you ARE the star here and now
Wesley monster update next ๐ฅ
This truly was... The Lethal Sponge.
*roll credits*
maybe the real lethal was the company we made along the way.,,,,.,
and everyone lived happily ever after
whos gonna be in the post credit scene
this is the calm before the storm
Can i be the painting on the wall in the post credits
can we get manule
yesโฆ
happoy
what does this mean for the lethalsponge economy
Stonks go up
does this mean no more lethal sponge
It does other stuff 
It still has a custom shader and some other stuff
i do not use lethal sponge so i did not know
it had other stuff this is mainly the optimized shader
It would mean that the shader would not be there, but sponge has some other really neat stuffs there
Texture compression for instance
LethalSponge KILLS my comically long texture that I scroll through to animate it ๐
the light range limit/decal distance/shame optimizer etc etc
shame optimizer?
yes
what
Shame
what is that
it's not shame, mesh**
imagine having to remove a feature from your mod because its now in the base game
crazy
my autocorrect jumped
Bugfix mods:
Imagine if in the next days Zeekerss also implemented some fixes from other mods
my phone did......
It's crazy. But yeah, Lethal Sponge will still have the other features. I'll likely just drop the shader once it's in base game.
Tbh I could also leave it, for people running older versions. We'll see how it works out.
Absolute Company
Absolute stinkboy
Gdi Atomic
tbf
once zeekers updates twice you cant downgrade via steam anymore
which is mildly unfortunate for the v72 locked mods
I mean if they are running old versions they have to downgrade mods anyways
Can we ask Zeekers to add a beta branch for v72
so they can just downgrade to before its removed
as a permanent one? Maybe, seems logical
that would be nice
idk id be a good idea since the whole reason for the switch was the unity security problem
and leaving a vulnerable version choosable
Disable lobby browsing 
Invite only
wait no i meant v73
why v73?
that way if future updates break stuff we could default back to it
at any time

meh
ye
v73 is when the mods broke
cant believe that my pc being so bad we couldnt play our modpack ended up being the butterfly wingflap scoops needed to get her name in the credits
not worth it really
lets fuckin go
most are fixed now
i think leaving v72 there as a beta would be nice, but v73 was a security update idk if it's such a good idea
I mean they ended up making a mainstay performance mod 
like one those mods everyone should use
ofc it had a lot of things to work out but its in a really good state XD
Scannode fadeaways 
Also get your filthy paws off my name Atomic 
yeah she worked so crazy hard on it
when we started to peel back the surface to figure out why things were so bad for me she just started tweaking stuff and never stopped
super proud
was initially just there to sponge up memory leaks but here we are
Also shoutout Buttery for mentioning it as an option a couple times whenever Zeekerss was talking about messing with the shaders
That's amazing congrats scoops
Also this was super awesome, hopefully zeekerss interacts more with the modding community eventually, we all big fans ๐ฅบ
why few messages has multiple reactions
what's going o- oh shit it's zeekerss 
I see, congrats and happy for u scoops 
Guys i had the craziest dream, i dreamed that zeekers himself showed up and was asking for scoops shaders to add them in base game
Really specific dream but crazy
Dats a crazy dream, if only...
If only zeekers was real ๐
snap back to reality
Oh there goes gravity
Mom spaghetti
@scenic ocean grats on having your work added to the base game! I've been using your mod in my lobbies for a long time now and its been a great performance booster with no drawbacks. Coming from the competitive high quota community, we play previous versions a bunch and having the latest version of the mod support older versions of the game would be amazing! Definitely something worth considering if you're otherwise done with creating the mod.
Thank you again for your excellent work โค๏ธ
I thought High Quota should be played without mods
There's some mods that the High Quota community allows
Congratulations Scoops 
Imperium
Code rebutrth
Theres a modded high quota section for Wesley's Moons, brutal company and some older custom moons
cuhde rebuhrtuh
The way the new shader works should be able to function on older versions of the game. I'll do some testing and see what I can do about making it available for previous versions.
thank you so much ๐ฅ thats amazing to hear
did i miss something? why is shader going in base game? what about post credits scene?
is zeek back?
#1345089401100701778 message
thats crazy
hey im making a potato edition of my pack for a friend, is turning off posterization the most optimized option?
or does it make any difference
posterization off is what allows the custom optimized shader to run
so yes have it on
you wont notice
sorry i meant the optimized shader
idk lmao just which options are best to change for max performance
sorry i shouldve started with that
the shader is identical looking to vanilla
just runs better
yea but would it run better off
this guys on a laptop i gotta do all i can
he runs at 30 and hes content with that but i need him to run at 60 or ill feel guilty
wait is his refreshrate on his laptop even 60?



