#ImmersiveEntrance
1284 messages · Page 2 of 2 (latest)
Physicalize the tutorial as a manual too and make it purchasable in the store for 1000 credits, we need it to be accessible hat.
Mod is being weird after this latest patch, unless it's just coincidence. Same custom moon and compat custom interior twice in a row, but it only worked the second time 
every time you open a fire exit, this video appears
https://www.youtube.com/watch?v=Yqw8DWY-A88&pp=ygUYbGV0aGFsIGNvbXBhbnkgZmlyZSBleGl0
This video is an in-depth guide to every single fire exit currently in the game! It includes overhead maps, the locations of every fire exit, routes you can take to get there, and alternative methods to reach certain exits! With demonstrations and explanations :)
Timestamps:
00:00 Intro
00:11 Experimentation
00:53 Assurance
02:09 Vow
03:29 Offe...
Im taking notes
even better video.
https://www.youtube.com/watch?v=dhPjZBru73Q&pp=ygUYbGV0aGFsIGNvbXBhbnkgZmlyZSBleGl0
Learn how to use fire exits in Lethal Company with this step-by-step tutorial. Master this skill to outsmart your opponents in the game!
#tips #guide #lethalcompanygame

unless you use mimics
maybe a having the ability to peek inside the door by only playing the animation would work better bc if you're running chameleon the mansion doors also are somewhat restrictive
Lol mimics are compatible with like -1 interiors, I can lose it 
I don't use it my point was the niche case scenario for compatibility and alternative implementation in a general sense that's more than just the door
also idk what this is but it gets thrown and I can't see outside
Yeah, I gotchu. Honestly mimics could do with a complete technical overhaul to improve compatibility across the board. Very cool mod but not all that practical.
best alternative is this door with the text left of the window
imagine peeking inside and seeing the monster
confusing but true
Immediate giveaway that undermines the point of the mod, but still peak lol
only if the door has a window the interaction changing text is also a giveaway
You can only peek if the door has a window, and if the door doesn't have a window that's also a giveaway. It's a catch-22, a windowed fire exit feature and mimics will never be compat.
If you're talking about opening a fire exit and seeing it in the crack as you do, well that's a different thing. I'd like it, but sounds complicated.
unless it's a toggle like the mansion doors
and the second part yes
I had this error too. disabling WaterAssetRestorer fixed it
ok
But...why? Lol I never would've guessed that in a million years, you positive @frozen cliff? Def gonna test when I'm at my PC
Hopefully that's not a breaking dependency for anything
hm uh immersive entrance seems a bit bugged now on march, the interior view is popping out of the door.
Forgot to take a print, but in some moons like Dine the doors have gaps because they're misplaced
It's because the March main entrance building has a layer of Default instead of Room
It should be an easy fix
ah alright
Should I set SkipCulling or DisableCulling?
I can't even disable it because my portal cameras don't get the CameraCullingOptions component
Ohhh I have to add it

Looking at the portal screen from inside the interior still makes your held items turn invisible though
oh wait, you're still doing Camera.Render() aren't you
that makes sense then
it's in a different pass so the main camera's visibility is unaffected
I'd definitely recommend looking into that asap, it'll help a lot with performance in general but especially with CullFactory
possibly moreso than making CullFactory actually work with the portal camera
if you're working on it right now though and wanted to vc to look into options I'm down
I need to look at that item visibility thing before it sits for too much longer
It'll be fixed in the next update
Maybe tomorrow
It's getting late
yeah
I'll have to see if I'm free tomorrow night to do some modding
for now, I'll see if I can resolve this item rendering thing, I suspect it broke in my last commit
ah, I see the issue, apparently held items are positioned completely wrong at the point where your camera is rendering, so my culling is considering them to be outside
ImmersiveEntrance - Update v1.1.1
- Improved CullFactory compatibility.
- Fixed the portal screen alignment on the moon March.
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
This entrance feels.... immersive 
I should have like a visible hole that can be peeked through if ImmersiveEntrance is loaded 
this mod doesn't work for me, its all black through the windows, anyone got any idea?
019e4c6f-e77b-0d70-4114-cea67baced56 here's a code to my modpack
It looks like your modpack has EntranceTeleport objects in orbit?
what does it mean?
That is not supposed to ever happen
You have a mod installed that doing something weird
hmm now I think of it I have a mod which adds camera, maybe this could be conflicting
ok its not the camera mod, I disabled it and still the same issue
It looks like your modpack is trying to load the moons March and Vow when you load into the ship lobby
WaterAssetRestorer/MaterialAssetRestorerCore be doin it 
To yoink the assets at runtime

Thanks for the info
I thought that was weird too
ImmersiveEntrance - Update v1.1.2
- Added compatibility with MaterialAssetRestorerCore and WaterAssetRestorer mods.
- Fixed the portal screen on the Mineshaft interior sticking out at the top a little bit.
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
adamance portal is too big ignore my crosshair lol
Now it works for me! Sadly only vanilla interiors though, modded ones (weasley interiors) are still broken for me 😭
Wesley Interiors won't work until the interiors themselves are updated.
Thanks
makes sense, thanks!
Have you not got problems with the shader on the render of the camera ?
What do you mean?
the shader seems fine on the other side of the render texture
I'm replacing the vanilla posterize shader and custom pass so I can make it exclude the portal screen material
Interesting !
if this solution had been found earlier, Seamless Dungeon would still be alive
it is the next logical step is it not..
I hope so
it wasn't so much a solution being found as it was Scoops putting in the work to reverse engineer the pre-v80 posterization filter and making it open source
🐐
Can't load with this mod with wesleys moon "galetry" its unable to generate a config for it leading me to be unable to load on it (cause I can't disable it)
https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Galetry/
I see
Galetry doesn't have any entrance door so I'm a bit curious. Are you sure Wesley's moons are compatible with v81 ?
I c
Any plans on adding compatibility with indoor fog?
Oh by the way, I had an idea on how to fix some of the small visual details with the Immersive Entrances- Mainly how some vanilla moons have their black planes alligned in a way where they stick out from the sides of the door frames, stuff like that! I don't know if this would be super hard but maybe adding a gradient on the edges would work to obsure the plane itself better? tho I'm kinda late on this since you've already kinda sorted out those issues with the vanilla moons, LOL
is this vanilla indoor fog or like a modded interiors one
because if its a modded interiors one it might be a bit more complex
ik some people do it by attaching a thing to the player and it gets disabled outside so idrk if that would work
Vanilla facility
im dumb i shoulda clarified
it reminds me of like
the asteroid 13 dark fog
i meant like moon sided stuff
not built into the interior
i mean this is a thing built into the interiors yes
I noticed that earlier when testing. I haven't looked into it yet
Experimentation
Vanilla indoor fog on experimentation
I'm confused
About what?
About what you are saying
The mod only disables the dark plane when needed. It doesn't use it for any info
Well yeah, I mean what exactly confuses you?
I thought you replaced the dark plane w a plane that shows the interior while you're in the exterior, and the exterior while you're in the interior
is that not what it does?
Don't you just use the exact 1:1 position for your replacement? My suggestion was just to add like a black gradient around the edges of the "portal into the interior" so you wouldn't have to manually fix every single misplaced black plane
The portal screen is it's own quad that gets dynamically placed
The mod doesn't use the position or rotation of the dark plane
Magic 🪄 ✨
Raycasts
Close enough 
ohh that's neat
wait so how can we make sure that they show up properly when we do like, moon/interior compat?
On my moon, I just copied Assurance's main entrance door EntranceTeleport and visuals. That worked good for me
Ye
I kept the offset between the visuals and EntranceTeleport object
Since I made a moon, it'll be easier for me to add better moon and interior support
I'm thinking devs will place a custom game object under their EntranceTeleport game object
It won't require any custom scripts or dependencies
Oh right, I forgot you made toilation

Makes sense mkay!!!
The moon and interior both need to support the portal for it to actually show up also 
🤝
ye I figured lol
Also the portal size can't get bigger from it's default size, but you can make it smaller if needed. I had to do this for Mansion interior since the door frame is smaller
I'm thinking I could have editor scripts to make setup easier. These won't be included in your builds. They would probably just show up as missing scripts
If I’m not mistaken, wasn’t there a mod that actually opened the physical doors between the inside and the outside? I’m not sure if this mod is different or if I’ve already mentioned it, it could be hazy
#1202534076855357480
Yessss that’s what I remember
This mod only lets you see the other side
Would be fancy of we could hear what happens on the other side too
it would be sick if it was muffled.
Ye
That's easier said than done
hello! I have a question regarding how i can make this mod work a little better with mine. All the moons I have use the same prefab for their main entrances but I've noticed some of the camera stuff is floating or not on the door? Is there something I'm not setting up right?
and its not consistent between all of them, IE like landslide has it perfectly fine but Integrity has it offset like 2 feet above the door
Is it not because the door is backside forth ?
Like is it not inverted ? I saw that on a few moons and I assumed it was because the door was the wrong way around
no not inverted, the camera was raised
and theyre all the same prefab too which is whats confusing me
cus its not on all of them
Hmm
wack
happens on mine too and they're basically prefabbed vanilla doors
Make sure the center of the object holding the EntranceTeleport matches the vanilla door's
Like if you move it a bit higher it'll offset the portal
That's really weird
The door portal raycasts downwards to find the floor position so it can be set on the Y axis correctly. I'm not too sure what's going wrong here. Maybe the floor has the wrong layer set? @pliant mulch
Should be room layer
Otherwise shit wouldn’t worky correctly
A couple of Kenji’s are like this too
As you can probably already have seen above I lowkey forgot
Oh actually yeah I misremembered, I had to move it forward since it was behind the wall, not lower
What moon is that?
That one is integrity
Also I’m noticing too that after the latest update framerate gets torched near non vanilla interiors that worked fine before too but I’m not sure what would be the cause of that one
M
Okay
I think I see the problem with integrity then
It might be hitting the trim
Which may or may not have a collider
Depending on how stupid I was at the time
We’ll find out
<- idiot alarm
no idea what would be the issue for kenjis though
unless the back wall is slightly tilted
thats the issue for mine at least
got nothin for thrive
@robust gyro do you know if the main entrance block the door is against is slightly tilted?
lemme check
yeah it was slightly tilted
now we good
Entrance bug
- Weird moving square on Entrance windows, only visible when inside the facility. Outside works correctly
Moon reported: Ingression from @timber sail's Moons
Oh a projection matrix issue
It basically means that because of float error (it looks like) the camera near clip distance is too close from a surface and sometimes overlaps
Happens to a good chunk of my moons and interiors too
Meant to report it too but I lowkey forgot
I have no idea
Maybe the portal screen is a little bit inside of the wall on the outside?
Actually that wouldn't matter
probably, is there a way to fix it to tell them?
I'm not using any custom projection matrix for the portal camera
I'm just using some math to adjust the near clip plane no be right at the door based on the closest position on the mesh. It's not perfect, but it works most of the time. I'm doing this because using a custom projection matrix messes up the rendering of fog and stuff
The code is on GitHub if you want to take a deeper dive
Oh I see
Sounds very similar, I wonder why it affects the rendering
an artifact from LC's shader
WTF IS THAT
hehehe
Where’s Goku
hmmm
Do you think I could make Backrooms Renewed mod compatible with this or I'll have to make my own outside-preview myself
how could you make this compatible? isnt it that you enter when you take damage or smth like that?
the fact she's edited out of the picture later 💔
fuck you eroboy araki
this mod really eats frames can you add an eco mode that's just a picture/cubemap of the outside and scale the brightness to time of day instead of a full render
Naur
-# i think that defeats the whole point
Try setting the portal's pixel resolution lower in the config settings
nah it still more immersive than glow on window also having it in place of the default look might actually ease the activation
funny thing is the framerate drops significantly regardless of settings
ill mess with it again
There is something I could optimize though, the portal still renders when you are looking at the back face of the portal screen
could you also add padding fade to the activation range
"snap back to reality" - eminem, isn't really subtle
yeah regardless of settings it cuts my frames in half ig I'll just leave the activation range at 2.5 as a peering option
is your pc bad?
thats not bad at all
no idea why its going bad for you
unless you mean bad as in i usually have 300 fps and now i have 270 fps lol
bad as in 180 to 60 high to low ball for effect
019e8574-1820-e348-c8d5-565718353501
yes
i would think a lot more people would be reporting fps loss like that, so maybe one of your mods messes up with immersiveentrance? have you tried the mod alone?
no because I don't plan to use the mod alone
it's probably lethal sponge
well if the mod alone also eats your fps then it might be something with the mod, if only eats your fps in your pack it means something in your pack
I still think a cube map would be a good idea beyond activation range as an LOD option
well, zehs already said no
just tested it happens with only the mod
That said, should be possible to dynamically define screen resolution with a fisheye shader to decrease pixel usage of the pane
This is an optimization technique used for shadows and distant shadows 



