#plugins-dev-chat
1 messages Β· Page 89 of 1

Flamingos AREN'T BACK
No I mean in the code
so sad
Flamogus.
How would I get the prefabs in a room 
The clutter in heavy
i hope the flamingos will touch me
Has anyone run into this error using the new RoleSyncEvent to spoof roles? I'm not sending any custom network messages, just subscribing to the event and returning a different role id. I'm not sure why I would be getting malformed network packets.
Disconnecting connection: connection(0). This can happen if the other side accidentally (or an attacker intentionally) sent invalid data. Reason: System.IO.EndOfStreamException: ReadBlittableSystem.UInt16 not enough data in buffer to read 2 bytes: [28-08-C4-EC-00-00-00-00-53-06-F8-00-0E-00-06-A0] @ 17/16
at PlayerRoles.FirstPersonControl.FpcStandardRoleBase.ReadSpawnData (Mirror.NetworkReader reader) [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.PlayerRoleManager.InitializeNewRole (PlayerRoles.RoleTypeId targetId, PlayerRoles.RoleChangeReason reason, PlayerRoles.RoleSpawnFlags spawnFlags, Mirror.NetworkReader data) [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.PlayerRoleManager.InitializeNewRole (PlayerRoles.RoleTypeId targetId, PlayerRoles.RoleChangeReason reason, PlayerRoles.RoleSpawnFlags spawnFlags) [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.PlayerRoleNetUtils.ReadRoleSyncInfo (Mirror.NetworkReader reader) [0x00000] in <00000000000000000000000000000000>:0```
depends on what different role
Why would that matter?
because some roles have different formats of spawn data
e.g. you can't spoof a spectator to be a class-d
I figured the game would handle that if this was meant to be a replacement for fake sync vars
Well if that's the case that would definitely explain this
it just replaces IObfuscatedRole basically
You need to send the extra data with the RoleSyncInfo
otherwise this happens
I am making fix for this using this event
This really seems like something that should have been handled within this event we're subscribing to lol
can we start a petition to leave the flamingos in the base game?

Flamingos are seasonal event
i know that but i still want them 
Is this gonna be a hotfix or in the next big update? This exception is causing a lot of issues atm so debating if it's worth waiting for or just making my own.
Yes there will be a hotfix of some sort
aint you can revert to older one? I think you used one prev
If you're saying to just use our old system, I'm sure it'd be more challenging based on this note from the changelog This is likely to break plugins sending fake sync messages, as it will require constant synchronizing.
Yep. And that exception smhw crashing players. Tried to fix but skill issue from me
I already do constant syncing cause issue of player leaving and joining
Oh that's what they meant by constant syncing, yeah my system did that as well
I figured there would be more of an issue with the whole rendering players as spectator when they're too far outr of range system
Does that approach using the fake sync vars and constant syncing still work as it was?
I'll probably just revert then, no telling how long the hotfix will take lol
Thanks for the heads up
6 week + a xmas holiday
aaah
btw ye iirc something checks for if player role is Spectator
and also that could break it top on the RoleSyncInfo not full message
just checked ye old method still works
how do i get what version scp : sl is on?
"buildinfo"
ty
v too
gamecore.version?
it just BuildInfo
@unique crane what voice channels arent validated
by client
well
other than a player mute check
excuse me
why did they do that
to combat hackers?
idk who thought that using a Func event would work in the first place
I'm struggling to change the value of a server only slider, has someone managed to do it ?
Out of range already didnt update the position of the players
So I have no idea why they'd need additional measures
right
up * 6000
At the very least it'd be nice to get early client builds
And more than 2 days of warning for stuff like this
I don't get how this helps me...
i do need a proper syncing method for this
cuz if ur syncing a server side thing you shouldnt need to resync every other setting
The issue is if you try to fake someones role as an mtf who isnt an mtf their unit id isnt getting synced because its ussing their actual role to sync those types of things
basically you cant use the RoleSyncEvent it doesnt work
It doesn't help me at all when it comes to value updating...
^
[HarmonyPatch(typeof(FpcServerPositionDistributor), nameof(FpcServerPositionDistributor.SendRole))]
internal class SendRolePatch
{
[HarmonyPrefix]
private static bool Prefix(ReferenceHub receiver, ReferenceHub hub, RoleTypeId targetRole)
{
if (receiver == hub)
{
targetRole = hub.roleManager.CurrentRole.RoleTypeId;
}
bool flag = FpcServerPositionDistributor.IsDistributionActive(targetRole);
RoleTypeId roleTypeToSend = flag ? RoleTypeId.Overwatch : targetRole;
Player player = Player.Get(hub);
Player receiverPlayer = Player.Get(receiver);
player.ChangeAppearance(roleTypeToSend, new[] { receiverPlayer }, skipJump: true, unitId: player.UnitId);
hub.roleManager.PreviouslySentRole[receiver.netId] = targetRole;
if (targetRole != hub.roleManager.CurrentRole.RoleTypeId || !(hub.roleManager.CurrentRole is ISubroutinedRole currentRole))
{
return false;
}
foreach (SubroutineBase allSubroutine in currentRole.SubroutineModule.AllSubroutines)
{
receiver.connectionToClient.Send<SubroutineMessage>(new SubroutineMessage(allSubroutine, true));
}
return false;
}
}
this is how we fixed our disguisees on our server
not sure what you can use
but might be helpful
Interesting that you're doing so much to do a fake role sync
do you want to override what the client has?
its using exiles changes appearance but you can repurposes that
idk if that's possible without changing the ID
Why not just set the player's role and then handle damage?
That's what I do and it works perfectly
A lot less work
because some players need to see role x, some need to see role y
Oh
that's the point of the disguise
Fair nuff
diguises ussually arent a lot of work
and that thing
just this update made them break
-# it doesn't fix the spawn data
π₯Ή
https://github.com/northwood-studios/LabAPI/issues/40 π π π π π π
Something like this would make things like readding 3114 much easier
if you already using exiled change appearance there is no need for this tbh
no... we need to be able to edit this... that is my wet dream for 4 years
in what way
exileds change appearance is broken
without patching the method
that'll require a bit of a refactor
my appearance works
just use patches 
it basicly exileds and mine works
and your not doing anythign with the new role sync event???
yeah i stole it also from exiled in my labapi code works also for me
yes
witch craft
same here
I dont do anything with that
the new role sync thing is suppose to be resyncing your roles
because it's kinda shit
it should be resetting your disguises back to what their actual role is
thats what it was doing to me
ok thats ur own system
it doesnt work with just exiled
if hes just sending the network message itl work, until they go out of range and back in range
ya thats what i mean
every second?
this will not work properly with multiple subscribers
should've been a ref parameter for the output role
and not Func
every 5 frame
or whatever float reperesent inside the coroutine
me when using anything of MEC 
L take
issue?
it was a "fast implementation" so that may be why you see that
labapi team will be able to give you better means of doing role stuff
so im stupid rn guys change appearance doesnt work for some of you?
it shouldnt work for you either when someone leaves range and returns
idk if i being laggy or I run multiple shit but seems fine with my thing and i see appearance works on server
unless your resyncing it
Yeah I've got all the edge cases in my fake sync var function, zombies have one too and I think there's one more. Tbh I'm not gonna bother with it until it gets fixed on Northwood's end, just gonna keep using my old implementation since we handled the synchronization. Thanks for the code anyways though π
oh havent tried that
i just spawned and be on my face
Why was that added anyway
cheaters
to complicate things 
Dont you already do out of range stuff
thats only for positions
that doesnt stop them from seeing the gmod thats been chilling in spectator for the entire round
I guess
Also, I noticed my pet system causes pets to now be completely invisible when they get set into Noclip mode. Were there any noclip changes that would cause "fake dummies" (who don't appear on the player list) to just be invisible now when the noclip flag is set to true?
by making everyone out of range appear as spectator it makes it significantly harder for them to just notice that 1 guy always being in spectator at round start, respawns, etc
does FpcSPD.SendRole work? or is that why it's the issue
ah
here a pathc
interesting
right, cuz spawn data isn't taken care of
Are you all talking about role syncing?
I haven't played with it myself, but based on the code Trouble sent earlier it doesn't account for the needed bits of information for certain roles
yea
bump if anyone knows about some secret noclip change that could cause this π
I figured
I was able to confirm that the position and role of the pet are being sent properly though
So I'm not sure how they're appearing invisible
why isn't this an if-else
are they spectator or just invis

- Scale is correct
- Position is correct
- Positional data is being sent by the server by
WriteAll(not considered out of view) - Role is correct
The pet appears fine, but the second it gets put into noclip its gone lol
parent a primitive to the dummy and see if it stays
I'm not sure why it wouldn't, the position is in the correct spot
right
I have a problem where some plugin is not working correctly after the 14.1.3 update. Am I the only one having this issue?
where do you log these stuff
ask the developer
update if available
I checked them all manually
Logged everything, everything was in order
And again to confirm it, had a command just put them in noclip, to which they vanished
I'm sure it's something to do with the new role sync, I'm just not sure how
Once I take the pet out of noclip he reappears
Nop
Then maybe Northwood should start giving us more time to test things for them
With an early client build
Especially things we can't get rid of because of """security"""
Been asking for an early client build for literal years
major project policy for labapi when?
You want free access to moderation on our servers? Sure
nvm that didn't have client
At least give us the courtesy of not having to put out a hundred fires for y'all every update
π£οΈπ£οΈπ£οΈπ£οΈπ£οΈ
No disrespect intended
It just gets tiring
And there are parts of the update I very much appreciate so thank you for that
Early client build + at minimum 7 days of access to it before an update and this would have gone a lot smoother
as much as i also wish for that I think beryl has talked about feasability with that sort of stuff before
lmao
Ender prob has too
What's the problem with client builds
Every other game that respects its community does it
Simply because both server hosts & players can find bugs
And everyone's happier in the end.
if they announce that the server is available and give us client that would be huge
but 2 days is not enough time to fix all our complaints :(
NW gets free QA testing and not at the expense of server hosts having to crunch to fix things
They can then fix bugs before they go live
I even would be happy if they just not announce it will come
gotta wait for 14.1.4 i guess
Still need early access to upgrade plugins
But the fact we cant test and only get two days sucks
not even 2 days since client come same day
Some of us have gigantic codebases built over the years
so basicly you just see the codebase of it and just sit until update
If they can give us 2 days they can give us 7
@remote cosmos or @marble cobalt can prob answer better as I cant find their past responses
bc you cant test anything that require visual
Not saying it should be the case for hotfixes #serverhost-suggestions message
double ping 
would be tripple if pinged Cyn too
imma be taken out to the back
hi trub
i feel ljke its somewhat entitled to act like its a moral failing on nw's part to provide a client build
bruh
r u evil again
im always evil π
hi trub
you wouldn't get it
πΎ
i mean if normal player not give access to server hosts
-# cursed ahh emoji
theres no way in hell u can make it server host only
β patreon portal
β
server host portal
anything server hosts get is considered public info
ah well
how about we bring back the major project policy with early client builds included
β public build
:tick: private build
Ced answered the issue in #serverhost-suggestion-discussion
in no access
no access
can you forward
server host deep state
forwarding my 25565 udp+tcp
Is SpectatableListManager even used? I tried to patch certain players out of the spec list. No chance. It doesn't even get triggered. Does anyone know anything about this?
LMFAO
client sided
death
smart

You cannot hide players from spectator list
Unless you fake their role
Sorry
approve my suggestion when 
in 19.5.2
β approve
β
implement
Okay Ill never implement it
okayyyyyyy
Client builds are something that we like to throw around occasionally, but tend to not be feasible for a number of reasons. Usually security/anti-cheat/behind the scenes stuff. We would've given builds out this cycle if it was possible.
Seven days of heads-up notice is a no-go though. Why would we hold back an update from the public for so long for what is a small part of the player-base? The middle-ground solution I can come up with is to consider these sorts of things as a public beta, but for such a small update with no real driving features for players, I decided against it this go around. I do agree with the idea of client builds when possible, and we've pushed a few in the past, I'm not opposed to it in the future. But it'd likely be two days at most for something this small.
a small part of the playerbase
I do wanna say I think we're a bit more important than that
just give me the client builds exclusively and ill tell everyone what changed
I'd like to hope at least
You guys are very important, and I don't mean to undermine that
But there are very important fixes for players who are not able to play the game at all in this build
Instant crashes, infinite connection failures, etc
Straight up "i cannot play the game at all, fuck you nw" type issues
Weighing the options here, I tended to side with the higher risk problems
I do want to give you guys client builds and as much as possible when it's available
tbh its not just only that version , that happens randomly
But due to security factors behind the scenes, and the important fixes in this update, we needed to ship things forward
A week more of folks unable to play the game at all isn't nice, and it's the first step to solving even more serious crashes behind the scenes
The tl;dr is pretty much it wasn't feasible this go around, but it's not something we're against
LabApi client beta branch?
that means we can test but still be able to change numerous stuff behind the scene
That is effectively a publicly accessible branch, which wasn't available due to sec
How about 2 days early server build, 1 day early client
Idk, anything is better atp
the negotiation is crazy
LabAPI things are on master (or still in a PR) just like the other changes
We cannot really release things when the thing we dont want to release is already on master
I'll take anything hah
We like to give client builds when possible, just wasn't available this cycle. I'm sorry about that!
Fair enough
I do like shipping clients alongside servers when we've a moment
But this cycle was just unfortunately not feasible
realm
dmca cheaters and u fine 
*real
minecraft realm?
When clients do get shipped, it'd likely be at the same time as servers. Two days in advance, most likely. A week though is pretty much off the table
the realm
i mean like we broke thing like already and its not even a week :D
yeah i think most of us could live with that
been like <2 days and most things can be broken did it
but there are some obscure bugs that only get found after thorough rounds
and then "ah crap, it didn't make it in the update"
Clients being shipped at the same time as the early server build would be plenty good enough. I just don't quite understand the reasoning behind not doing that all the time. Ced pointed out anticheat and the fact that cheaters would start making cheats, but is delaying the creation of cheats 2 days worth making it exponentially harder for devs to get their servers ready?
Based on the changes we made we believe the 2 days would make a difference
while we could be wrong, i do not want to take chances
The changes are designed to make cheating more difficult, whether its more difficult for them now or in 2 days from now, what's the difference?
We'll just measure the time it takes to get cheaters again on our servers
well im also measuring
I do hope you're right

cheat devs start working as soon as the client comes out regardless
But I'm like, doubtful
the loki team was quick i know that
i banned two cheaters yesterday
they are speedrunning fr
Incase you're wondering
midnight doesnt have a spoofer right now

as per their announcements
I tried to understand the previous conversation about player culling, desync, scale, and stuffs but i really didnt see through it.
I currently have the issue that my method of fake syncing someones scale via
new SyncedScaleMessages.ScaleMessage(scale, fakeScalePlayer.ReferenceHub).SendToHubsConditionally(hub => viewer.ReferenceHub == hub);
No longer seems to work.
Do i like, need to move that line into the RoleSyncEvent or something .w.
yeah im aware
they need more people to buy the cheat for new hardware ids
viewer.ReferenceHub == hub) you're only sending it to one person?
why not just
i sent a message to s&c over a month ago with some important stuff relating to cheaters but never got a response 
That is unrelated
Only one player should see the fake scale
viewer.connectionToClient.Send(new Scale())
So just to make sure I understand here, the whole point in not releasing client builds early is to keep the game ideally cheat free for a day or two?
well i'd hope it be longer than 2 days
Like
viewer.ConnectionToClient.Send(new SyncedScaleMessages.ScaleMessage(scale, fakeScalePlayer.ReferenceHub));
? :o
10000000x more performant than what you had before
-# dramatic exaggeration
(Its just 3 times)
Right, so not releasing the client builds early isn't the main defense here. The main defense is the increase in difficulty thanks to the systems you guys have implemented into the game. If that's the main line of defense, what benefit does the 2 day delay give?
The role sync stuff is not the primary thing, no
thats just to stop cheaters from noticing gmods right away
I'm not referring to the role sync stuff in particular, more generically whatever you're doing within the code to make cheating harder
Can i also use the viewer.ConnectionToClient.Send to fake position? rotation? etc etc?
Absolutely
it scales by player count
This just sends a network message, so you can use it to send anything π
Hello chat
I still only know of SyncedScaleMessages.ScaleMessage
Is there anywhere where i can find more of such things, like for position, etc?
position is handled by FpcServerPositionDistributor
now with extra (for free)
^
huh
Server sends you position and rotation of other clients
fake spectator sync
in WriteAll
totally belongs there but
oh well
im so glad i stopped doing fake sync bullshit
I can find GetNewSyncData but that seems to only be for getting the First person movement module info, not setting it
.w.
The benefit of it is, in my eyes
That we dont give them a headsup with "in 2 days your things break, have fun"
And for them having a chance of them figuring out before the update even releases
I understand it may seem annoying
But it is a choice that was made in hopes of delaying their efforts, ofcourse i would want for them to take very long figuring it out, but incase they dont we wanted to just throw it at them
I understand that the role syncing changes could have been more sophisticated, and i would have if i actually had more time to do so, and i apologize that it isnt
I took over the implemetation from who originally started it to fix a majority of issues that were found during testing
I didnt really realise that the extra spawndata stuff was a thing tbh, so thats why its not there
That we dont give them a headsup with "in 2 days your things break, have fun"
an update notice is kinda a notice to prepare though
well, they have 0 clue what to expect until they get the build
(funnily enough they didnt even know the update happened until it happened)
there will be a hotfix for the discord reporting not working
So the labapi team can probably accomodate some stuff in regards to fake syncing
bruh
-# help im so confused. why is scale syncing done with scale messages, role syncing done with an event, and god knows what for position and rotation, waaaaaa
but you've seen how broken shit was
(I am working on a fix for the rolesync thingy)
In an idea scenario we'd be able to provide a client without the changes that they would be interested in
But that wasnt possible either due to things already having been merged
-# position? .w.
There's nothing as permanent as a temporary solution.
i think saying "cheaters are bad and can cheat faster before release" is just a way to set back the entire community for just some dickeheads
If you're able to keep that in mind for future updates that would be nice
No, the extra role data
Cause like
That some roles requires
I'd love to
Just couldnt this time due to other important fixes
Yeah fair enough
oki
spectators
spectators
health
-# how do i send custom position info help
Zombie health iirc
Sync max health and confirmation box
What?
that to eve
i don't open exiled src from like 2 months
and not even the game scr too 
i have a git for that lol
and i open it daily
a year ago maybe
I understand that there's nothing but good intent behind this decision, I just have to question whether it's the right move here.
I've been here for a very long time and update day is always the most stressful day of my month as someone with a large codebase. I think @celest thorn said it well here:
i think saying "cheaters are bad and can cheat faster before release" is just a way to set back the entire community for just some dickeheads
It just, frankly, seems like the wrong move to make every developer's day stressful when updates come out. Many of us have entire communities flaming us for plugins not working when we had no time to prepare. Cheaters will cheat and the best course of action is to put more time into measures to make it difficult, not delay the inevitable and catch honest plugin devs in the crossfire.
Don't worry about these rolesync changes in particular from this update, I appreciate the apology on that and I'll wait patiently for the fix. I don't expect every update to be perfect, it would just be nice to be at least aware of these issues in advance of our public servers being updated.
Honestly i was screamed today for the update but in a hour everything was fixed
Will yall be fine with temporary solution as List<byte> to add the spoofed public role data payload?
(not the waypoint toy)
Or if anyone can think of anything better
Yeah this one wasn't too bad for me either, just the role sync stuff caused a bit of headache. I'm more referring to the general update case where it could have been much worse lol.
It's more about setting a precedent imo, not about this specific update
yea there were cases destroying entire stuff
I can recall one time where we were explicitly given a client build early (not a public beta) and it was the smoothest update I've ever had
pass the writer?
it was before 14?
yeah it was a long time ago
I remember praising Ender for it haha
what if we can set the _role on the RoleSyncInfo with a constructor
and use the template
kinda fucky but eh
if i remember
Like right now what I have is this
(please dont kill me)
With just spoofed data being prepended to the rolesyncinfo
and i think it could be even useful for NW in general for example we found already some bugs like Waypoint Toy strech that could've been fixed with release
in the first hour of use of the build
Hmmmmmmmmmmm
Like get a pooled one, let you write into it and then rewrite it into the actual writer?
yea thats good
That's fair
I decided against the client builds simply to keep the element of surprise for them (to dumb it down), sure it might not matter, or it might matter, its always a guess
Personally i didn't imagine there being too many issues with the sync stuff, as like i said the fact that it wants extra data was not something i realized
We tested it with plugins to an extent, but i guess not good enough 
Like i said, it may be possible the future to give a "preview" client build in cases like this to help you with testing, but prevent cheaters from getting funny thing early
However it does depend on what changes are made
As when changes that happen on both server, client, and other stuff it becomes complicated to make a separated build, as sometimes things just need to be uptodate
In this case a lot of changes were involved on a lot of fronts (and things that were already merged), so doing that would have also been a massive headache
prob as I said
-# There's nothing as permanent as a temporary solution.
tbh no idea how would you solve this without rewriting the whole thing
I know you guys want to protect the general public, but bro cheaters in a hour have the decompiled SL (c++ code) already there and sucking up all of the possible exploit

im not talking about game code
i mean so to just update cheats?
in general?
game != ac
So i probably missed the point then
with "funny things early", you mean scrape off the src from possible leak?
no, start poking ac
so i was right for the AC
the AC is what exists to attempt to hit them with a bat, beit with detecting the cheat, or spoofers, whatever
giving them that early, helps them
while you could ask, why not give us build with older AC
in some cases that isnt really possible
I found
viewer.ConnectionToClient.Send(new FpcPositionOverrideMessage());
or
viewer.ConnectionToClient.Send(new FpcPositionMessage());
But in neither i can find anything to reference whose position it is, or anything like that. Trying to base it off of my previous knowledge from SyncedScaleMessages but this is so different again.
yea that makes sense
i just hope this will be reviewed because cheaters are just a small amount compared on the general community that needs them to make content and make sure the game stays alive
i don't think this game survives with vanilla server but modded
and i think a great step for this game was LabAPI for modding and i will always love LabAPI
It is ofcourse a thing to note down for future considerations
Ofcourse there could still be cases where we might not be able to release a client build, for whatever reasoning we may have when that time comes
I can look into doing something like i mentioned before, providing a build not containing the changes that cheaters are interested in
But letting you play until the real client releases
whenever we do something like this again (cheat breaky break)
I think its a great solution, i would love to see this and i think just even acknowledging it is a great step for everyone, thank you for even answering me and Cyn on the questions because its amazing seeing that there's care <3
Yeah the sync stuff wasn't too bad, managed to work around it and get things running smoothly again π
My argument is more for setting the precedent to always include a client build, regardless of if the changes are anticipated to be majorly breaking or not. As I said, I personally think delaying the update with the sole intent to delay cheats being created is majorly outweighed by the stress put on the community devs.
Any type of preview build concept in the future would be amazing. Respectfully, that idea has been floating around for years and has yet to be acted on, so I can't help feeling like that'll never come around. If this idea could get even a little more discussion behind the scenes it would be appreciated by every dev here β€οΈ
Thanks ced for the transparency on this.
(and i love breaking the game alot)
):
:3
you know its fun
when you see stuff that isn't supposed to be there
Player::Crash methods
You shit on me π
for example who was the smart ass inside nw who decided to make lightweight take you fall damage
lol
thats so stupid
I SAW THAT REACTION
nah i would never <3
misclick
LOL
ax is laughing too much
Ax im putting a magnet on you
this is not jump boost like in minecraft
NO
i'm gonna attract all the gold
π€ You cannot
Now back to trying to understand why setting my pet dummy into noclip makes him vanish 
I wonder what it does to a protogen
i'll use whatever they used in the movie
Putting a pin on his head for nw snipers
Dont think it is possible
i think they die?
confusion
like imagine getting slamed with a fucking magnet at full power and your organs inside moving with ti
duality of man
β
misery
β
haha
(i know its graphic)
you don't know
Lets find out :3
you are not a knower
put them inside an mri machine
duality of humanity
β
Niztche
β
Plotinus
Real shit i think Plotinus was fucking under heavy drugs, when writing his ideas
i need that actually
cuz it's expensive
but i'll take it for free
what
you should be happy you don't know
i thought you turned german for a sec
trust me
hope you never read any of his books
i don't read books
i mean its philosophy so you have to
wait
interesting
wrong writer
yeah xd
just write
writer.Write(writer)
writer.Write(write).Write(write)
Unsafe unsafe = Unsafe.getUnsafe(); ahh
yea i was about to say
fuck wrong property again
great work
david
AHAHHAHAAH
But the question is
nw really hires the best of the best
can I write into a writer with another writer
Nw moment
yes
Good
yea
thats what I wanted to know
but do u want to write it with the length
yea honestly they should make the game open source probably this game would be more perfomant
youc an just give us the writer directly
I sentence you to another 5 years of upkeeping ruels framework
its a PUN
i will send you back to the darkest pit of hubert's basement
i cast you there
Thats it
@mods
Fire
PUNch whoever gets it wrong next 
hubert probably has a blacklist of people to snipe and im one of them including the cheaters, gbanned, people that like people not of age (The internet is not a safe place)
Imagine
NO WHERE IS THE HUBERT BASEMENT STICKER
imagine
Kill him
if people knew wtf that was
them
define "him"
imagine if you end up in the hubert's basement
/kill @e
my connection today sucks ass
that kills the rats
oh you wanna see my latest creation
no ruei v3 
u lose
-# i won't use it
https://ratcentral.is-a-good.site/π/zazkc5sd.png
I call it rat
elongated muskrat
Where
everywhere
does UR hint framework support hint parameters and batching nand
Yeah but like where
How can I get which key is the player set to a setting?
no but i don't need it to
shit
honestly it would be cool
i have 2 hint frameworks even
to see the keybind
two??
similar but not the same
You cant
Oh okay
Then why is this a thing?
ServerSpecificSettingsSync.TryGetSettingOfUser(_player.ReferenceHub, ability.KeyId, out SSKeybindSetting setting);
Log.Info(setting.AssignedKeyCode);```
SSKeybindHintParameter
that's for the client
Yeah you can use SSKeybindParameter
are you en integration?
Oh okay
what
thanks
np
worst joke incoming
what is en integration
you know sometimes i wonder when you will stop with jokes
probably "an integration"
never
NUH UHHH
yea in french is translated like that
only thing i can do is making jokes while i suffer
im sorry but you are a furry so i reject your opinion
in this case
Woah
FUCKING CONNECTION BEING SLOW
read under
r u e i
are you __ intergation
didnt think fast for an e stuff
what the fuck r u saying'
i fucking hate my connection
italian wifi
good.
I LIVE IN THE WOODS THERE'S NOTHING NEAR ME
i'm sorry for having a hobby that i very rarely even talk about with people who don't share that interest
"in this case" bruh
stupid reasoning but okay
#cantrelate
yeah you send furry stuff in all channels don't you
I will answer from my phone because my connection is dying but NO
i get sent furry shit in my fucking website
How can I use it?
And thats why i will never fucking make public what people send me
new SSKeybindHintParameter(ability.KeyId) gives me again nothing
Since noone answered me i tried that Copilot thingy but it only gave me code that doesnt even work, cool
i was answering pai
thats crazy
slejm where is your think twice bunny
well
Donβt comment please
Thats true
if u count excessively using :3 as furry stuff then yeah absolutely
And i should make an ai detection for that so i donβt even see it
Donβt check my dms with maro then
i don't think that counts
like
maybe 20%
Thats fineeee
Honestly :3 is more cute and more feminine
david you are 20% furry then
if my calculations are correct
Than being connected to a furry
"more cute" 

"more feminine" 
what
nothin
Bro i love being fem :3
We are NOT making this a femboy chat
NAH
not my thing but go for it
Hi plugin devs!!!
just
avg sl chat
not here
Yamato chat
I mean after 1k hours you become like that
real π
No way Whimza has arrived
dude its the plugin dev chat
noonne is responding to my issue ,_,
You are an exception
You have same amount of hours of hubert in this game
Unfortunately Iβm not Development so Iβm of no help
what was the issue
Idk skibidi toilet
π
i could see it
@upper vapor I have too many cats pics
How to fake position
I have Player 1: The viewer
and Player 2: The Dummy
I want to change the Dummys position only for Player 1
I get told stuff like "FpcServerPositionDistributor does that"
or "Its possible with viewer.ConnectionToClient.Send()"
But noone ever elaborated so no clue what im supposed to do
find the
Helo i donβt know what you do but you are some nw employee and i know you get paid 0.0000000001c
c as in
@celest thorn unsure if this is possible\
Cents
Are you making dummies?
If thats the case then you should verify them server side their movement
slejm vs lucid cat battle
You can see an example on PlayerFollow
I have a custom made Dummy (that doesnt show up in the N or RA list)
check how WriteAll works
in that GetNewSyncData
Hmm but still they need to be auth like so and they need to be treated by the game
^ this or else you just Set the RequestedPosition
I checked all the methods but they all go deep into networking and bits and mirror and squidward on a unicycle and im just lost
-# ??????????
position
the closest you'd get is dedicatedserver instancemode
FpcMotor::DesiredMove
I think its far easier
yea
And you can check the example of dummy follower
Its not really what you want but i think you can give it a try
i dont think that fakes a position
oh wait
(He won't win)
it's joever
no
I donβt think thats even possible or atleast without headache
Because relative position is the main
just send the different data

I cant find the bunny pics
But its not like magic
can confirm slej will win. he knows little bounds
what do they mean with faking position
like lying to clients where someone is?
lying to everyone, lying to specific clients
,etc
A client sees someone there but the other in another position
For the dummy
afaik the only option really is to patch GetNewSyncData
or the distributor itself but idk if youd be happy to prefix that, or transpile it
cuz getnewsyncdata contains the receiver and the target
@plain gazelle What exactly are you doing
so you can easily check if your target is the dummy and the receiver is whoever you wantto fake it for
maybe there is far easier solution to that than faking position
Fake scale is so easy and all i want is the dummy to touch the ground with its feet no matter what scale it is, so i have to fake its y position too but apparently THAT is too hard to do or sth
@unique crane that^
Fake scale with always touching the ground
in the first place
and simply return a syncdata that mimicks where you want to be
But they always touch the ground... when you scale them...
Me everytime you make a joke
tf you mean no
It scales from their.. hip i think?
player's anchor is (0,1,0) from the ground
so if you scale the player
their feet will go in the ground or float
that's why you need + Vector3.up when teleporting to a room
Crazy idea making custom faces
Like gmod
Imagine you can make sl creepypasta
Lol
Face editor
I'm the joke
True
Nah donβt make yourself the joke you are better than this
@plain gazelle try this
I can screenshare the issue im having
emotion scared is not good enough π
No
I get the issue
I want more
.emotion mouthopen
sorry
.emotion sleepy
.emotion creepypasta
But you talking here!
that's not client side in 3rd person though
Ye thats exactly what we had the issue
Where is it?
the method
@plain gazelle you remove code
and you do magic
because game isn't supposed to do that
so you do β¨ magic β¨
Iβm the feedback manager and Patreon supervisor :D
Hello nice job, ig, is it fun?
reading the stupid feedback of people?
(i know you get stupid feedback)
@upper vapor thats because Melon used it at the time and everyone decided to use it
@plain gazelle TRUST ME ITS THE BEST THING
ESPECIALLY TRANSPILERS
YOU WILL LOVE THEM
i can hear you
bro
lol
I like it yeah
my doggo she is always so happy :3
(i have a pitbull, she is so cute :3)
I know they are so cute, the breeder where i bought her, cut her ears
Birbs are better
I need to disagree i had a neighbor with them i wanted to cook those bastards
I never heard something so annoying in my life
Bird hiding
birb
About to be cooked
):
hide davids corpse
Nah poor bird
Wtf
How do you get to that conclusion
From a bird
Whats the thought process
she doesnt have one
She has thoughts?
@unique crane you should please add a way to send someone custom positioning data of someone else so i dont have to learn patching pretty please
Harmony is easy
Prefix and postfix are easy transpilers are a bit more complex
Bro put the fries inside harmony
I love transpilers
i dont
We know thanks to cedmod
transpliers ptsd
Is there a way to bring back the original way this worked? Hunter's Atlas was a way for SCP-106 to travel between levels on my server and now I have to change it π
Cedric if you want for free i can do them
No clientside
Prob clientside too
Unfortunate
you know, i made a patch specially use a transpiler (chatgpt is quite good at helping with them)
specifically so i didnt break the exiled event because it was placed in that method for some fucking reason
smh
Chatgpt is good with them?
Yeah it is
Always made mistakes wtf
I use it for transpliers too
if you ask it the right questions
and give it the nessecary info
You guys are just vibe coding
hell no
il is honestly not that hard u guys should just learn it rahhhh
Its so easy
it cant just give you a transpiler, that wont work
its like asking it to write a plugin
someone make protected loader with 100+ checks and loading the plugins in memory with decryptor from website
but why do that
when i can use a prefix instead 
me when i harmony patch the load function and save the dll to a file
I've been writing transpilers by hand like a nerd
bruh
Because i can do cool stuff and not break everything
cuz c# is c#, making an effective DRM for c# things running in c# with unsrestricted access to the process is hell
Me too
Well ye ofc
I'm actually very proud of my transpilers
It is, just use nativeaot
They've been working between major updates
Oh nvm unity skill issue
i was about to say
Honestly guys lets all embrace transpilers
Prefix and postfix is still more user friendly
iirc sbox devs made somewhat the code their own sandbox (HAHA what a nice joke!)
We donβt write code but just transpilers
Once you get used to them, transpilers are π₯
But they also suck
Takes so much work
Everytime i write trans pilers my iphone wants to replace it with trans flag
I hate Tr**spilers and I hate EXILED by proxy because my Prefixes break EXILED events
Hahahahahahaa
Transpilers are so goated
just use labapi bro
Just don't use exiled
Ez fix
Fr
And you think IL in rider show exactly how it is, we compared it and your code wasnt working when patching Vector3 +-
Labapi begter
I do. People that commission me don't
the only benefit is when the labapi doesnt have the api you need and you dont want to make it yourself
LabAPI is pretty great now
imo
Nw doesnβt pay enough 
Custom ehh all those have already implemented things
Well I make pretty much everything myself anyways :)
I have only 3 plugins I use that aren't mine
SecretAPI, Harmony, and CedMod
I use my own plugins
cedmod my beloved
Cedmod not breaking my shit speedrun
I use that too
cedmod constantly throwing errors on console

No i use meoweditor my editor


Cedmod throwing thousands of errors
I have no idea how to do Hints and SSSS outside of others' APIs
For not connecting
that is intentional





