#ImmersiveEntrance

1284 messages · Page 2 of 2 (latest)

delicate abyss
#

I think you need a text pop up tutorial that has 5 pages explaining what a fire exit is with a 3 second cooldown on the next page button every new save

jade ocean
#

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 thonkRotate

sick tartan
# delicate abyss I think you need a text pop up tutorial that has 5 pages explaining what a fire ...
Lam

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...

▶ Play video
delicate abyss
#

Im taking notes

sick tartan
bright grove
toxic tangle
#

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

jade ocean
#

Lol mimics are compatible with like -1 interiors, I can lose it Fish

toxic tangle
#

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

jade ocean
toxic tangle
#

best alternative is this door with the text left of the window

toxic tangle
jade ocean
#

Peak

#

Peek is peak

toxic tangle
#

confusing but true

jade ocean
#

Immediate giveaway that undermines the point of the mod, but still peak lol

toxic tangle
#

only if the door has a window the interaction changing text is also a giveaway

jade ocean
#

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.

toxic tangle
#

and the second part yes

frozen cliff
#

I had this error too. disabling WaterAssetRestorer fixed it

vague pumice
#

ok

jade ocean
#

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

lament wasp
#

It is broken

#

Sniper already confirmed

#

Might be fixed soon

long cairn
#

hm uh immersive entrance seems a bit bugged now on march, the interior view is popping out of the door.

feral folio
#

Forgot to take a print, but in some moons like Dine the doors have gaps because they're misplaced

potent wagon
#

Yeah it's a known issue

#

not on March tho, that's strange

bright grove
#

It should be an easy fix

long cairn
#

ah alright

bright grove
#

Should I set SkipCulling or DisableCulling?

stuck cliff
#

disableculling

#

skipculling means that it will be ignored entirely

bright grove
#

Ohhh I have to add it

stuck cliff
#

I don't create that on every camera

#

yea

bright grove
#

Okie

#

It works!

stuck cliff
bright grove
#

Looking at the portal screen from inside the interior still makes your held items turn invisible though

stuck cliff
#

with that option on it does?

#

that's.......strange

bright grove
stuck cliff
#

oh wait, you're still doing Camera.Render() aren't you

bright grove
#

Oh yeah

#

I didn't test the other methods

stuck cliff
#

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

bright grove
bright grove
#

It's getting late

stuck cliff
#

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

stuck cliff
#

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

bright grove
marble basin
#

I should have like a visible hole that can be peeked through if ImmersiveEntrance is loaded beevil

thick gazelle
#

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

bright grove
thick gazelle
#

what does it mean?

bright grove
#

That is not supposed to ever happen

#

You have a mod installed that doing something weird

thick gazelle
#

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

bright grove
#

It looks like your modpack is trying to load the moons March and Vow when you load into the ship lobby

marble basin
#

To yoink the assets at runtime

bright grove
marble basin
#

But ye lol

toxic tangle
#

I thought that was weird too

bright grove
toxic tangle
#

adamance portal is too big ignore my crosshair lol

thick gazelle
cobalt notch
#

Wesley Interiors won't work until the interiors themselves are updated.

thick gazelle
sacred wharf
#

Have you not got problems with the shader on the render of the camera ?

sacred wharf
#

the shader seems fine on the other side of the render texture

bright grove
sacred wharf
#

Interesting !

#

if this solution had been found earlier, Seamless Dungeon would still be alive

crimson steeple
#

it is the next logical step is it not..

sacred wharf
#

I hope so

stuck cliff
#

🐐

supple skiff
sacred wharf
lament wasp
#

they kinda are

#

some issues with calist but everything else should be fine

sacred wharf
#

I c

sick tartan
#

Any plans on adding compatibility with indoor fog?

potent wagon
#

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

pliant mulch
#

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

sick tartan
pliant mulch
#

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

tall snow
#

i mean this is a thing built into the interiors yes

bright grove
sick tartan
#

Vanilla indoor fog on experimentation

sick tartan
#

Not custom moon shenanigans

#

But that'd be cool too tho

potent wagon
bright grove
#

About what you are saying

#

The mod only disables the dark plane when needed. It doesn't use it for any info

potent wagon
#

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

bright grove
#

The mod doesn't use the position or rotation of the dark plane

potent wagon
#

oohh

#

So how is it dynamically placed?

marble basin
#

Magic 🪄 ✨

bright grove
marble basin
#

Close enough greed

potent wagon
#

ohh that's neat

potent wagon
#

wait so how can we make sure that they show up properly when we do like, moon/interior compat?

bright grove
#

On my moon, I just copied Assurance's main entrance door EntranceTeleport and visuals. That worked good for me

marble basin
#

Ye

bright grove
#

I kept the offset between the visuals and EntranceTeleport object

marble basin
#

Also Facility main entrance plink

#

Though that's more for interiors

bright grove
#

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

potent wagon
#

Oh right, I forgot you made toilation

bright grove
marble basin
#

🤝

potent wagon
#

ye I figured lol

bright grove
#

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

bright grove
wispy flicker
#

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

wispy flicker
bright grove
sacred wharf
#

Would be fancy of we could hear what happens on the other side too

boreal shadow
#

it would be sick if it was muffled.

sacred wharf
#

Ye

bright grove
#

That's easier said than done

pliant mulch
#

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

sacred wharf
pliant mulch
#

?

#

wdym

sacred wharf
#

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

pliant mulch
#

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

sacred wharf
#

Hmm

pliant mulch
robust gyro
#

happens on mine too and they're basically prefabbed vanilla doors

robust gyro
marble basin
# pliant mulch wack

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

bright grove
bright grove
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

marble basin
bright grove
pliant mulch
#

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

pliant mulch
#

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

pliant mulch
#

no idea what would be the issue for kenjis though

#

unless the back wall is slightly tilted

bright grove
#

Glad you found the issue

pliant mulch
#

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?

robust gyro
#

yeah it was slightly tilted

#

now we good

sick tartan
#

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
sacred wharf
#

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

pliant mulch
#

Meant to report it too but I lowkey forgot

bright grove
#

I have no idea

bright grove
#

Actually that wouldn't matter

sick tartan
bright grove
sacred wharf
#

Oh ?

#

How did you do ?

bright grove
# sacred wharf How did you do ?

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

sacred wharf
#

Sounds very similar, I wonder why it affects the rendering

wispy flicker
#

WHAT IS THAT

robust gyro
wispy flicker
#

Fair

timber sail
#

man discovers render quality and pixelation

lament wasp
#

WTF IS THAT

lament wasp
#

hehehe

wispy flicker
pliant mulch
marble basin
toxic tangle
#

hmmm

robust gyro
sacred wharf
#

Do you think I could make Backrooms Renewed mod compatible with this or I'll have to make my own outside-preview myself

lament wasp
#

how could you make this compatible? isnt it that you enter when you take damage or smth like that?

potent wagon
#

fuck you eroboy araki

toxic tangle
#

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

vivid quest
#

-# i think that defeats the whole point

bright grove
#

Try setting the portal's pixel resolution lower in the config settings

toxic tangle
#

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

bright grove
#

There is something I could optimize though, the portal still renders when you are looking at the back face of the portal screen

toxic tangle
#

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

lament wasp
#

is your pc bad?

toxic tangle
#

234 modlist

#

3060ti idk if you'd say that's bad

lament wasp
#

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

toxic tangle
#

bad as in 180 to 60 high to low ball for effect

lament wasp
#

whathehell

#

do you have any performance mods?

toxic tangle
lament wasp
#

is that a yes

#

hehe

toxic tangle
#

yes

lament wasp
#

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?

toxic tangle
#

it's probably lethal sponge

lament wasp
#

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

toxic tangle
#

I still think a cube map would be a good idea beyond activation range as an LOD option

lament wasp
#

well, zehs already said no

toxic tangle
toxic tangle
sacred wharf
# bright grove Naur

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 stare