#DontBlink

186 messages · Page 1 of 1 (latest)

tepid cradle
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Hello everyone, I just released my first mod ever (be it LC or Unity/BepInEx) on thunderstore, so if the mod suddenly explodes, excuse this greenhorn (me).

The goal is to recreate the blink mechanic of SCP:CB. By LC standards, it doesn't serve much purpose, until you come across one or two Coil-Head, or even a Bracken. I guess the act of blinking could also add some 'stress' factor to players, but I might be stretching the limit of what this mod can and should do.

Here's the link : https://thunderstore.io/c/lethal-company/p/Orion/DontBlink/

I will mostly be using this post to check for bug reports. Do not hesitate, I will try to fix them whenever possible/I can.

Anyway, have fun !

cursive apex
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this seems cool

tepid cradle
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Well, I had some time to play with friends, I didn't bother them with the mod, so I played casually while using it. It does work as a client (none else had it), but still, I noticed some stuff ;

  • You still blink when dead/spectating.
  • You are able to manually blink while dead/spectating.
    They are not the worst bugs, but still, it could be bothering.
  • The blink itself seems to be too short, it's supposed to rapidly fade in and out, but from what I could see (still client, not host), it was too fast, like on/off. I'm not sure if it's only visual or also affect the LOS impairing effect.
    I suppose all the above may be network related stuff ? I'm not well versed enough in Unity networking to know what should be server-side or client-side.
    Lastly, Coil-Heads are affected by your blinks even while client (which is the most important, this is the purpose of the mod).
tepid cradle
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Also, I'm dumb, the default manual blink bind is G, which is also bound to drop, so I'll have to change that. (I use a different keyboard layout). I'll bind it to C instead, it seems to be a free spot.

tepid cradle
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Just updated the mod to 1.0.3 (.1 and .2 where Thunderstore.io related stuff). Good night !
#thunderstore-updates message

Changes are as follow:

  • Modified the manual blink shortcut from G to C. I'm dumb, G is bound to 'drop item', but using a different keyboard layout made me forget. I hope nothing uses C...
  • You can no longer manually (using C) blink while : using the terminal, typing, in the menu.
  • You should no longer blink (either auto or manual) while : dead (spectating), this is a potential fix, not sure if it does work, my testing field is pretty limited here...
limber lagoon
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i've been trying make the blink time be much closer to cb but i need to tinker with it more in the configs this mod is perfect for recreating cb more

tepid cradle
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A new version (1.0.4) will soon™ release, featuring (TLDR) ; changes to the manual blink (C), a new experimental and optional feature and changes to the config.
After more than a week, I can conclude that my potential fix (added in 1.0.3) to prevent blinking while spectating works. It took so long 'cause me and my friends weren't playing the game, and while I can play solo, I cannot spectate nothing, so I couldn't confirm anything.

Anyway, small changelog (the thunderstore changelog will be complete):
• Blink duration and interval were slightly increased to match SCP:CB's. (still random)
• Manually blinking (C) now sets your next blink interval to 14s, and no longer grants a delay to blink interval.
• Keeping your eyes shut now slowly decreases your insanity, which in turn makes blinking less frequent.
• You can now edit both fade-in and fade-out ratio of a blink duration (eyes closed to open, etc.)
• Hypothetical fix to a case where blinking when dying would make your spectating screen go permanently dark (until respawn). Hypothetical as this only ever happened (to me) on this new version, BUT, it may have of happened before.
• Experimental : Blink on 'fear events'. Disabled by default.
○ Whenever you'd gain a sudden surge of fear based on certain events, you will blink.
○ Some of these events are : Thumper's screech, seeing the Bracken, being too close to a creature, getting hit, seeing a body, etc.

This is not a mandatory update; blinking, the main feature of the mod still does what it should, if you don't want/need anything else, you won't need to update.

limber lagoon
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Something I'd love to see if a quicker blink if your in steam

tepid cradle
limber lagoon
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The main point of the feature is to have the same functionality as in containment breach basically. Since I wanna get closer and closer to recreating it

tepid cradle
limber lagoon
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Big ty!

tepid cradle
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I think it'll be enabled by default, and you will be able to disable in the config

sacred delta
tepid cradle
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Though, even if IR were to implement new values to store the player insanity, they will not collide with each other, DontBlink never changes any values related to insanity, so at this point it'll use the game base insanity system.

spice rampart
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Hello. Developer of Insanity Remastered here. If you do find any issues with my mod messing with this one, please do let me know so I can fix it. Also, this is actually an interesting concept and I might end up finding a way to integrate into Insanity Remastered (If you don't mind of course).

sacred delta
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yeah tieing all these together as survival mechanics to make the world more threatening is pretty awesome

tepid cradle
# spice rampart Hello. Developer of Insanity Remastered here. If you do find any issues with my ...

Hello there, firstly, I do not mind if you do integrate it to your mod. Now, as for issues, I did find 2 things.

  1. I'm planning to add the gas/steam feature (as @limber lagoon asked) by using the increaseHelmetCondensation to check whether or not a player is near/inside steam (it's simple but might not be the best way, I may have to test things with SteamValveHazard), but it is also used by IR for one of its status effect, so there might be some kind of conflict.
  2. DontBlink and InsanityRemastered both uses insanityLevel and maxInsanityLevel and IR also modifies them. The modified ones are kept to IR, so DB cannot scale the blink interval from them.

For 1), I'll have to see other ways, for 2) I'd like to know if it was to possible to hook to IR (only if the player uses it) and get its insanityLevel and maxInsanityLevel values instead of the base game one. I don't want it to be a dependency, I just want to hook to it. I think I saw other mods do it, but I can't seem to find them anymore.

limber lagoon
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Yippie

spice rampart
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For Issue 2, I believe you can hook into it and use its values if the player is using it. I can try and write up a solution for it sometime soon (maybe tomorrow?). If you'd rather do it on your own, I learned how to hook into mod methods recently through Advanced Company when I added compatibility with its night vision goggles, so you can look at the source code for that on the github.

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It'll be in the Mod Integrations folder*

tepid cradle
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Thanks, I'll see what I can do on my side, I want to see how it works based on what Advanced Company and IR do

sacred delta
sacred delta
tepid cradle
# spice rampart For Issue 2, I believe you can hook into it and use its values if the player is ...

Welp, I've tried a dozen of things but I can't seem to get IR's updated insanityLevel and maxInsanityLevel. I've successfully hooked into IR based on what Advanced Company and IR were doing, but I can never get access to LocalPlayer (maybe I'm just trying something impossible or just doing it the wrong way). Basically, I apply a patch on _Update (inside PlayerPatcher, but I also hooked on PlayerInsanityPatch at some point) and am able to get fields like PlayersConnected no problem, but LocalPlayer just isn't accessible. There might be a way(?) with get_LocalPlayer ? Maybe it's because it's using a lambda that I can't access it ? I'm just doing witchcraft at this point.

As for the steam feature, I can't find any broken valve (can't find it when I need it)... It works ! I don't remember exactly the speed in SCP:CB, but I set a base multiplier of 0.5 (so you blink twice as fast while inside steam), as always, you'll be able to edit it in the .cfg

spice rampart
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I imagine if I add a variable that holds the insanity level it will probably fix it. I'll see if that works. I'll update it on Saturday.

spice rampart
limber lagoon
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WOOO

spice rampart
spice rampart
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It's been released and I have added a variable that stores the players insanity level. Hopefully it should work now.

tepid cradle
tepid cradle
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So I just tried it, I do have access to InsanityLevel, BUT it's still capped to "my side's maxInsanityLevel" (or should I say DontBlink's maxInsanityLevel ?).

I printed the following values to see what's happening, and the fact that my 'InsanityLevel' and yours are different is kind of reassuring ? So I think the only way to let it through is to match DB's maxInsanityLevel to match yours, I guess it could done by grabbing either through code (like InsanityLevel) or IR's config (if you allow it do be editable).
DontBlink: 7.708703
InsanityRemastered (direct access of 'InsanityLevel' from dll): 7.706102
InsanityRemastered (patch access using '___InsanityLevel'): 7.706102

tepid cradle
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For now, on PCB's Start, I set the maxInsanityLevel to a hardcoded 200 (to match IR's) and now InsanityLevel goes past 50. I'm gonna leave it as is for the time being (this only applies when the player also use IR, otherwise it's stuck to 50 as asual).

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@limber lagoon Right now gas/steam sets the next blink interval, which kinda sucks, so I'm trying to mimic CB's rapid 'eye drain', it shouldn't take too long.

limber lagoon
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I am glad to hear this status update

tepid cradle
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Okay so, everything is pretty much done, I just need to tweak the blink meter hud to correctly update the rapid blink drain. After that, I'll have to update the changelog/readme for thunderstore and it'll be good to go

waxen lance
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@tepid cradle hey! Love the mod, here’s some suggestions though, make the blinking bar/auto blinking only consciously show up once you see a coilhead.
And make shutting your eyes work for brackens not getting angry at you for staring them down, other then that, great mod!

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Love the insanity mechanics and stuff and how you could actually use this as a strategy to deal with Red Dress

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Very cool

tepid cradle
waxen lance
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Note when I say auto blinking, not manually blinking or blinking based on events

tepid cradle
waxen lance
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Please do so when you can, I feel like having this be a thing centered around the coilhead would match super well whilst playing with mods like diversity

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Also as a cool neat detail, it’d be rlly cool if the bar just slooowly faded into your screen when you looked at a coilhead, like kind of what Scp Unity does

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Also blinking (maybe without the bar) could work for the little girl aswell, since looking away from her makes her disappear if she sees you

tepid cradle
waxen lance
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I can’t wait to try it out!

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But yea the main reason I don’t think the game needs constant blinking as opposed to something like SCP / Containment breach is cause the main antagonist of the game is based around blinking and you are constantly encountering it

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Coilheads, unfortunately cause I love them, are not the main antagonists of lethal company and are kind of rare especially on some moons

tepid cradle
waxen lance
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They aren’t The Statue from SCP, if you see one you know there are more around the corner, they are a plague, an infestation, and as soon as one person makes that first call, everyone is stuck on high alert for the rest of the game

tepid cradle
tepid cradle
waxen lance
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Is it a config or is it on the official release?

tepid cradle
tepid cradle
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If all goes well, 1.0.4 1.1.0 will release in the next 24h to 48h, which includes :

  • Manual blink changes.
  • InsanityRemastered compatibility.
  • 3 new features
    • Blink meter drains when inside gas/steam leak.
    • Natural blink only when seeing a coil-head/girl.
    • Blink on 'fear events'. This is the most experimental one.
  • Changes on some default values.
  • Blink fade-in and out ratio can now be edited.
  • Show/hide the meter.
  • The meter is now hooked to the player's stats hud element (and follow their rules). This may or may not cause issues on non-1080p displays. You can revert back to the old way if necessary.
    • I do have plans to make the meter an actual graphic component, but the current one does the job.

I will not be taking any more suggestions in the mean time. (until it release)

I'll be testing all features and smashing bugs if I find any. I cannot promise a bug-free experience on release, BUT it should work like nothing ever happened.

IMPORTANT: This version will be compiled using C# 11, which corresponds to .NET 7, if something breaks I'll revert back to using more common .NET versions.

tepid cradle
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#thunderstore-updates message

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1.1.0 IS OUT.

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Like I mentioned before, it was compiled using C# 11 (for .NET 7), so if some kind of fatal error arise, I'll revert. Besides that, if there are any bugs I couldn't find, do not hesitate to report them.

spice rampart
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hell yeah

waxen lance
celest pewter
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Hi, thanks for the mod! I'm not sure if you take idea suggestions but it would be cool if there were other small interactions with the environment (kind of like the steam making you blink more frequently). For example, I think it would be really funny if sudden bright lights (such as shining a pro flashlights at teammates eyes) would force them to blink / close their eyes for a configurable amount of time (Since it is very bright). This shouldn't occur with the default flashlight though since it is less bright (or at least be configurable).

unique anchor
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love the mod, really makes the coil heads way scarier. i just had 2 ideas i wanted to toss out,
1 - I think itd be nice to have a config that stops blinking while outside or at least in the ship since it was annoying to have the screen flash every few seconds while waiting for people
2 - having the ability to hold your eyes open for an extra moment but it causes you to blink for much longer or causing a double blink would be interesting

tepid cradle
tepid cradle
# unique anchor love the mod, really makes the coil heads way scarier. i just had 2 ideas i want...
  1. Currently, your best bet is to use the 'only activates when seeing a coil-head' feature. But I may add the 'only on when inside' in the future.
  2. I don't know about this, how would you see the 'keep your eyes forcefully open' feature implemented ? Since the blink is on a timer, the only thing that would stop it is another event, like another keybind (like 'C' to manually blink/keep your eyes closed) to keep your eyes open, other than that, it may require a whole rewrite of the blink mechanic, which in turn may stray too far from the original idea.
tepid cradle
unique anchor
tepid cradle
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@plucky verge, if you see this, your settings do not allow me to respond to your PM.

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I'll respond here anyway, there might be useful infos for everyone else.

Heya, I'm a little confused about the "DontBlink seems to work but there are no blinking" part. As for the second part, you'd have to look at the .cfg, is "Blink Meter Show" true or false ? Also, if it's already enabled, you may try to set 'Blink Meter Old Parent' to true. Do note that if you use "Blink Exp Coilhead Activation", you do not need to disable the meter.

limber lagoon
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There's a SCP 096 mod that got released very recently. Once I figure out why lethal quantities refuses to update the config for it. I am going test to see if closing eyes manually prevents 096 from triggering. (If not that'll be the next request as 096 is the final SCP in cb to care about your sight)

unique anchor
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Found a little bug if you die with your eyes closed they won't reopen while youre dead so you just cant see anything at all

tepid cradle
tepid cradle
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Keeping your eyes shut doesn't trigger 096, I was 1 meter away from 096 and was directly looking at him for a good minute (with eyes closed)

drowsy violet
tepid cradle
drowsy violet
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Also for some reason I was blinking with the frequency of being insane and even more often, but my sanity level was at a minimum. I think that was because my sanity level decreased due to being around others and the mod didn't take that into account

tepid cradle
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The mod checks for the game's infos about a player on blinking, if it didn't update, it's on the game

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Basically, the game (unmodded) increases and decreases a player's sanity based on many variables (being inside the facility, being near players, etc.) and is always updated in a single variable which the mod always grabs upon blinking, so it's always up to date when it needs to

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What I'm trying to say is that 'sanity' is a base game mechanic, I didn't add anything, I'm not storing any variables related to it so I don't manage it. Only when the player keeps his eyes shut, his insanity will slowly decrease. From what I remember when I first did it, it was always up to date when the game updates it (by grabbing it) and me editing it.

drowsy violet
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Okay, maybe the problem is something else. It's just that when I checked everything alone, everything was fine, but the bug happened while playing with friends

tepid cradle
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What could be the cause tho' is a mod that somehow conflicts or change insanity (like InsanityRemastered, but they should be compatible), or maybe you're using low blink intervals. Values are chosen at random so you might just be unlucky and getting the low everytime

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I'll have to see anyway when I get to play with someone else

drowsy violet
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I've checked the replay with a stopwatch, the interval was 3.5 and in the config - 4.5 (I had blinked manually)

tepid cradle
drowsy violet
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In the config it was 4.5

tepid cradle
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What exactly was at 4.5, since it's a manual blink, is it the 'calm' or 'insane' blink interval ?

drowsy violet
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It was Blink Manual Fixed Duration Insane

tepid cradle
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Okay, is the calm one above 0 ?

drowsy violet
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Yeah, it was 14

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I've just noticed that the default value of the insane one in the description is 3.5

tepid cradle
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So currently, from what I'm gathering, the mod ignores the value of Blink Manual Fixed Duration Insane which should be 4.5 and instead use 3.5, right ?

drowsy violet
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Except that I wasn't insane, then yes

tepid cradle
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So using insane values while supposedly not insane and default values are used

drowsy violet
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yes

tepid cradle
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While I can somewhat understand the first (a desync, client-host related stuff or something else), the second is weird. Are you perhaps using any extra features ? Such as the steam, fear or the coil-head one ?

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I also need to know if you are either using a comma or a dot for the manual blink value, it should be 4.5 and not 4,5.
Does it (the ignored config value) happen in solo, in multiplayer or both ?

tepid cradle
drowsy violet
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Oh, I've just noticed, that I went through a steam leak earlier. But when I met a coil there was no steam there

drowsy violet
tepid cradle
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But from what you said, you met a coil head and there wasn't any leak ?

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When you were affected, was there the VISIBILITY LOW warning ?

drowsy violet
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I fixed a steam leak earlier, then encountered a spring where no steam had ever been, and my blink scale emptied 4 times faster

tepid cradle
# drowsy violet

So, aside from Blink Duration Fade Ratio IN and OUT being too low, I don't see any problem. These values should sum to 1. But it's not too important.

drowsy violet
tepid cradle
drowsy violet
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It was only when I was fixing it

tepid cradle
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Could you see if your blink meter was yellow ?

tepid cradle
# drowsy violet

So while you were inside a 'ghost leak', your meter started to drain rapidly (duration scaled down to 3.5s) and your meter didn't turn yellow (which should indicate when it is affected by a leak)

drowsy violet
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According to the config, the blink meter appears only when meeting with a spring, so I don't know

tepid cradle
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I don't know if I'm allowed to upload a .dll (inside a .zip), but I don't want to update the main page just to have it do nothing or break. So I'll do it here. Those who are willing, you can try this 1.1.1 version.
@unique anchor @drowsy violet If you are willing, you could try for yourself when you have time to play with your friends.

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I'll have to make a proper fix (if possible) when possible, but it could take some time (the perma-blink on death should be fixed (or at least, should be easily fixed)), the steam leak may require some research on my part about unity networking, so idk...

unique anchor
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sorry for causing trouble

tepid cradle
drowsy violet
# tepid cradle So gathering all the updated infos ; the config works, there aren't any problem ...

Okay, I've tested it and here's what I've found:

  1. When I'm calm the frequency of manual blinking is still very high - 3.5. It doesn't matter if I hasn't been in steam, has walked through it or has fixed a leak (all of this has been tested with different saves)
  2. If configured, steam affects the frequency of the blinking making it even more frequent
  3. If disable steam effect, the first problem will not be fixed
  4. When I'm insane the frequency accelerates to about 1.5
  5. I tried to change the "Blink Steam Value" to 1, but the first problem still persists
  6. And finally I created new a profile and left only DontBlink v1.1.1 and LCBetterSaves v1.7.3 and even on the ship from the start of the game the first problem still persists
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Looks like if I multiply everything by 4 it will work perfectly

lilac grove
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does cfg apply to yourself only or it applies to everyone if you are the host

low zealot
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When autoblinking, it doesn't seem to give the full blink as manually doing so, and seems to run off a different blink speed

low zealot
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Would be cool to have a configurable timer for the duration of autoblink, would force coordination between two people's blinks

split hound
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Anyone know of a mod to pair with these where coil heads can’t move if they are looking at each other

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If we are making them more realistic

tepid cradle
tepid cradle
tepid cradle
# drowsy violet Okay, I've tested it and here's what I've found: 1. When I'm calm the frequency ...

Well, here are my results on numerous solo saves:

  1. I can't seem to reproduce this even with steam enabled (being in or out of it). I'm printing all necessary values when blinking, while at 0 insanity I get 14s on manual, at ~25 (50%) I get ~9.25s and at 50 (100%) I get 4.5s (using your cfg).
    2, 3 & 5. It seems steam has nothing to do with all of this. Unless it affects you anywhere (you have to enable the meter to see if it turns yellow).
  2. Using the default config, this is the intended value, unless you're manually blinking, which should be 3.5
  3. Being inside the ship DOES increase insanity, so at some point you will reach the max frequency.
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The "manual always uses insane values" seems too big of a thing that I would miss, but I just can't get it to trigger...

tepid cradle
drowsy violet
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I don't know, maybe you can implement some log messages so that I can send you the log after a test?

tepid cradle
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I'll have to test it more

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Ok, I know what's going on, each player interacts with the 'blink meter' of each other, meaning that the more player, the more often you'll blink...

tepid cradle
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@drowsy violet I fixed it. I'll have to make the appropriate changes and I'll release it on thunderstore either later today or tomorrow. when I'm done with my testings, but it should come out this week.

tepid cradle
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Here's a temp version, it includes both the fix for 'multiple players affect every blink meter' (which caused the rapid meter drain of @drowsy violet) and 'perma-blink on death' (reported by both @unique anchor and @drowsy violet). There may be edge cases, that I'll have to fix later, but this should be good enough.

drowsy violet
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Nice, thank you

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It was a real detective story xd

low zealot
tepid cradle
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@drowsy violet Have you been able to try out the temp version ? I couldn't find any more problem on my end while playing with other players. I'll be updating the mod on thunderstore after this. If something breaks again, I'll do a hotfix.

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#thunderstore-updates message 1.1.1 is online

drowsy violet
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Then I'll check it out

tepid cradle
tepid cradle
drowsy violet
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Okay

small sun
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@tepid cradle

open jetty
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Hello! Love the mod, the blinking is well done and since I am used to it from SCP, it doesnt bother me at all to see the constant blinking.

I was playing with some friends yesterday and we were testing the blinking mechanic with a coilhead and I noticed there may be a bug or some error. When I was looking at a coilhead directly with a friend, if I blinked the coilhead sometimes moved even though somebody else was looking at him. It also happened the other way around when I was looking at a coilhead directly, my friend blinked and the coilhead would move.

When testing we made sure there werent any walls/rails in front of me as that makes the coilhead move even if you are looking at him because the game acts as if there is no line of sight to the coilhead)

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But even with that small issue, the mod made the coilhead much scarier and trickier to deal with. I also read somewhere here that it works with the Scophobia mod for not looking at 096 face, which is great. Good work!

open jetty
tepid cradle
tepid cradle
open jetty
cloud forum
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just a idea of new feature, it is possible to allow the ghost girl to spawn in front of player while blinking?

tepid cradle
tepid cradle
# cloud forum just a idea of new feature, it is possible to allow the ghost girl to spawn in f...

This isn't something that I would add as a feature, but it should already be happening. For the girl to spawn, she has to be able spawn behind you (→ you can't see her and there's space), so if you keep your eyes closed long enough, she should be able to spawn anywhere around you as long as there is space. I haven't seen the exact logic behind it, but it may be restricted to 'behind the player'.

cloud forum
open jetty
molten spire
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Hey! I've loved this mod from the moment I downloaded it but there seems to be an issue in multiplayer where the person that the coilhead is targeting determines if it moves or not. This has lead to some instances where my friends die/get trampled whenever I blink despite them staring at it.

I'm assuming that this is already being worked on so other than that I really enjoy the mod as it adds a lot more danger to the coil head compared to the vanilla mechanics.

keep up the super cool awesome epic work sunglas (and thank you for being genius
mod dev)

molten spire
frail scroll
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This is cool

open jetty
tepid cradle
# open jetty Hello mate, have you had any luck with it?

As I said more than 2 weeks ago, I couldn't figure out how make this work. After 1 week of trying, I was wondering why a simple thing such as 'I can see you/I can't see you' wouldn't work with multiple players. I mean, keeping the game's logic, if anyone sees the coil, it cannot move. The script which overrides the 'can see/can't see' of the base game either blocks it (when blinking) or lets it go through. But, rn only the 'target' of the coil seem to affect it. So I'm still wondering if it either has to do with the coil itself or multiplayer stuff. If it's the coil, I may have to rewrite its 'can anyone see me' logic ? If it's MP, well, I kinda have issues with that right now...

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Like I said, I tried 1 more week, but like any game, my friends (and naturally, me) stopped to actively play it. Reducing my play-time aswell as my test-time. I have no excuses beside my lack of knowledge and having no way to always test it on a MP setting. I don't want to take anyone's time so I only test it when playing. I even tried to find ways to spawn bots, but I couldn't find anything at that time.

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Anyway, I haven't given up, but dev time clearly is on the low side

open jetty
rigid acorn
crimson anchor
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dont blink doesnt work with Epicool InsanityRemastered fork of og(BudgetAirpods)

onyx forge