#plugins-dev-chat

1 messages ยท Page 127 of 1

hearty shard
#

and be cool

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or do i lock it down and be mean

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trol

true cedar
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idk

hearty shard
#

"if u use this you must open source ur project cuz i hate u"

hearty shard
warped prairie
#

k i gtg im headed out of home, I guess ill come back to it later and end it all same as i did before

true cedar
#

i might put ruei v3 as mit license

hearty shard
#

i forgot

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isnt that exiled license too

true cedar
#

i think its slightly less permissive than cc0

hearty shard
#

damn

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well

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tbf

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cc0 is literally just

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fully open source

#

do whatever u want w it

true cedar
#

idk

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!!

hearty shard
#

CC0, or Creative Commons Zero, is a public domain dedication that allows creators to waive all their copyright rights, enabling anyone to use, modify, and distribute their work without restrictions. This license is often used for images and other creative works, making them freely available for both personal and commercial use.

upper vapor
#

yeah with MIT you gotta give credit and include the license if you distribute an original binary

true cedar
#

ive heard that cc0 is less designed for code tho so

hearty shard
#

true

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idk what im putting secretapi as

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i need smth for the 2.0 release ngl

#

but

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idk!

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ill steal exileds

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problem solved

#

oh exiled is Creative Commons Attribution-ShareAlike 3.0 Unported

upper vapor
#

๐Ÿ˜ญ

hearty shard
#

you must credit, provide link to license, and indicate if changes were made
you must distribute under the same license as original
no legal terms of technological measures that legally restrict others from doing anything the license permits

#

i might use that?

upper vapor
#

copium

hearty shard
#

wat

upper vapor
#

you changed

hearty shard
#

true!

#

i mean

#

im not 100%

static jungle
#

!qa

regal lakeBOT
upper vapor
upper vapor
static jungle
hearty shard
#

idk what license ill go for but tldr

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i dont care if someone uses my thing, forks it or changes something

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HOWEVER

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if you say "yea i wrote it all"

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then thats a bit

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bitchy?

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thats rly my only complaint is ppl claiming it fully as their own work PI_Shrug

ashen hound
#

when better version of hint system for plugin devs?

hearty shard
#

when u make it

hearty shard
upper vapor
hearty shard
#

but stealing credit....

upper vapor
#

with cc-by-sa you must distribute it under the same license if you use that code (not as a dependency, but as in... copying it)

#

MIT lets you change the license but attribution is still required

hearty shard
#

and yea i thought about cc0 and honestly was considering comitting it

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but

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i wanted to check other solutions

hearty shard
#

if i do that it wouldnt require people to open source their thing

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which is good

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and it gives me some credit and no stolen credit

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ok....

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sounds fine?

upper vapor
#

so

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what

hearty shard
pallid galleon
#

You would think this would mean a player wouldn't be spectatable

#

jokes on you, this does

upper vapor
# hearty shard idk

do you wanna force everyone to use the CC-BY-SA 3 license if they create a derivate work or use it in their stuff?
if yes, use that
if not, MIT

upper vapor
#

they've pushed a fix to the early-server-build branch

#

also update labapi to 1.1.3 in your project

pallid galleon
#

very epic

icy knoll
storm bridge
#

Hi

slate flume
#

LMAO

pallid galleon
#

insectoid inclined creatures

unique crane
pallid galleon
hearty shard
#

imagine not being server host

pallid galleon
#

It's like.. freaking awesome in there

hearty shard
#

fake!

pallid galleon
#

they do hourly giveaways for millions of dollars

unique crane
grand flower
#

Not the same

slate flume
grand flower
#

Titanfall does relative velocity

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This one doesn't

slate flume
#

Whta

grand flower
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i just woke up

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it just doesn't work the same

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dw about it

slate flume
#

Because how the video I watched described the movement, it sounds like you two are describing the same fucking thing lmao

grand flower
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ยฏ_(ใƒ„)_/ยฏ

slate flume
#

0_0

grand flower
#

I think I know what I'm talking about and have worked with similar systems that have never had the bug titanfall 2 has mmLul

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relative position

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not velocity

slate flume
#

So you're still only recording absolute velocity according to world position

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While titanfall does relative velocity according to the base

grand flower
#

took me a second to understand what you just said but yes

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not your fault i just woke up and feel like my brain is scrambled

grand flower
#

I'm just trying to get waypoints and relative positions murdered

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what better time than when movement is being rewritten

slate flume
#

I'll sacrifice virgins in a volcano if I have to

hearty shard
#

what the flip

slate flume
#

I just want a way to move players smoothly without having to deal with waypoints

#

Fuck waypoints

hearty shard
slate flume
toxic rock
#

Is there any way to get Firearm.AttachmentsCode via command or something like that?

slate flume
#

Use it with zero arguments and it returns the attachment code

ashen hound
#

works with text toys or hints etc

hearty shard
#

yum

upper vapor
#

i really wanna see this with text toys

slate flume
#

No

#

๐Ÿ˜

plain gazelle
#

player.IsNoclipEnabled exists, but what exactly does this indicate?
That noclip is simply enabled or only when it is active

If it is the former, is there any way to discern whether or not someone is actively flying?

slate flume
#

If you want to give someone the ability to noclip instead of activating noclip, use FpcNoclip

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FpcNoclip.PermitPlayer(referenceHub);

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FpcNoclip.UnpermitPlayer(referenceHub);

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FpcNoclip.IsPermitted(referenceHub);

plain gazelle
#

Cheers

slate flume
upper vapor
#

i spent almost all day today learning source generators

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:3

icy knoll
#

this is peak, cant wait to use it!

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legit

upper vapor
#

imagine if i PR'd it to labapi

icy knoll
#

well, it is a labapi project TrollDespair

unique crane
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@upper vapor Me watching when VisionInformation exists

upper vapor
#

ikr

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๐Ÿ˜ญ

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tried to tell Hubert 3x

icy knoll
#

youtube?

upper vapor
#

ye

hearty shard
unique crane
#

@upper vapor Also send friend request ):

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Cant dm you

upper vapor
#

bruh discord moment

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i think you changed your settings lol

unique crane
#

We are kinda in a stalemate here

upper vapor
#

yea

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was just about to change it BUT WHERE IS IT

unique crane
#

Right click on server

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privary settings

upper vapor
#

i got it

grand flower
slate flume
grand flower
#

Campaigning to abolish the pain in the ass waypoints are

celest thorn
#

How could i make infinite ammos but you still need to reload

grand flower
#

Reset it when it changes

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(and prevent dropping ammo so they don't crash your server)

celest thorn
#

wdym Reserve Ammo?

grand flower
#

the ammo in the player's inventory

celest thorn
#

and where is that slot?

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or that stuff

grand flower
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it's on the player

upper vapor
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player.Ammo

celest thorn
#

So what i can do is patching

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and just that

upper vapor
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player.SetAmmo also exists i think

celest thorn
#

lol

upper vapor
#

yea

celest thorn
#

and just prevent dropping

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but what if the player dies?

upper vapor
#

clear the ammo from the inventory on dying

celest thorn
upper vapor
#

ye

celest thorn
#

crazy

upper vapor
#

that won't work

celest thorn
upper vapor
#

it's a field

celest thorn
#

And?

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Oh i forgot

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;(

celest thorn
#

ig

upper vapor
#

why not just give a lot of ammo when the player presses reload

celest thorn
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it will be

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Because i will never give ammos

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and i don't wanna

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great idea

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everytime you shoot

upper vapor
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wait

celest thorn
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ammo back

upper vapor
#

can you trigger the reload from the server?

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might be a new change

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i know they removed the client-side reloading check

celest thorn
#

yes?

upper vapor
#

okay but like
why can't you give ammo

celest thorn
#

PlayerReloadingWeaponEventArgs

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exist

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will it work?

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lets test

unique crane
#

It's fired even if you can't reload normally

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So yes

celest thorn
#

so it will give ammos?

upper vapor
#

if you give ammo

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then yes

celest thorn
#

i can just do this

restive turret
#

What do you mean by this code

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The base is empty

cedar jungle
upper vapor
upper vapor
grand flower
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it's called get rid of relative positioning (the current system)

upper vapor
#

can we get rid of the game

grand flower
#

I mean you can always make your own game

upper vapor
#

:33

grand flower
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lol

upper vapor
#

maybe one day

grand flower
#

I am DogKek

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But I don't want it an exact copy of SL

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There's lots of parts I disagree with

restive turret
grand flower
#

Make a prototype with programmer art

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Or just snatch art assets from other SCP games

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Since it's CC-BY-SA you can do that (for most assets, depends on if it's SCP derivative)

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Not the code though, that's not under CC-BY-SA

restive turret
#

I use prototypes for my "SL Remake"

celest thorn
restive turret
#

Me trying to remake sl with more networking sync , and modding

restive turret
languid temple
celest thorn
upper vapor
#

SCP: Laboratory

celest thorn
#

i wanna be cute :3

grand flower
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I don't wanna remake SL

dim horizon
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SCPL

restive turret
dim horizon
#

Still can be called SL

celest thorn
grand flower
#

No point if NW still works on SL

languid temple
#

just why

restive turret
#

Idk

dim horizon
#

same with E.P.A.S. And 079

celest thorn
#

cassie is just if you can remove it

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you do

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glados is peak

dim horizon
#

CASSIE has the hottest voice ever wdym

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Look glados is great but they go hand in hand

restive turret
#

But my dream game will probably never done

celest thorn
#

Cassie sucks ass

dim horizon
dim horizon
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smh

restive turret
#

If I have much more storage space I might go with unreal

upper vapor
dim horizon
#

no

celest thorn
#

Cassie is just robotic annoucements

restive turret
#

UE games kinda moddable at some point idk

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I need to ask around many people to do that

celest thorn
#

after 5 years of playing this game ngl i wanna stop hearing this dude

restive turret
dim horizon
#

Yea JUST robotic announcements

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like as if we dont got bouncy balls

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Jingle bells

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and Spooky Scary Skeletons of all things

upper vapor
dim horizon
#

The only reason people hate cassie is cause they are bad at the game ๐Ÿ˜ญ

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Can't handle a simple game mechanic, and instead of using it to their advantage, run around unaware like bloody idiots

restive turret
dim horizon
#

no shit peanuts gonna speed around light when cassie is announcing

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thats the point

dim horizon
#

It's to allow movement and strategy

restive turret
#

While making me dead

celest thorn
dim horizon
#

But people complain cause they are bad at handling it

restive turret
#

*deaf

celest thorn
#

i cannot hear anyone talking while that mf is speaking

upper vapor
dim horizon
restive turret
#

#unknown

upper vapor
#

clikc it

restive turret
dim horizon
slate flume
#

Not like

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Woohoo exciting!

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But also not dogshit

dim horizon
#

Mainly cause I soundboard CASSIE Ingame and want to know everything about the character, like voicelines, new reworks. I get real excited for shit like that

#

Hell I was even able to contact CASSIE's voice actor Narlor Once

restive turret
dim horizon
#

Type Fared

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It's the word Far And the ed Suffix

restive turret
#

I swear English is not a real language

dim horizon
slate flume
#

Hey so

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Uh

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Fuckin' uhm

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Yeah

grand flower
#

Kill waypoints

true cedar
#

@hearty shard

crimson dune
#

hypothetically if you were to add components to the player's model would they sync to the client?

grand flower
#

What kind of components

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if they're primitive toys then yes

crimson dune
#

ah so it depends

upper vapor
# crimson dune ah so it depends

you can't add components to the player's gameobject that sync
if you were referring to admin toys, you must parent those toys to the player for them to move along

frail zinc
#

Hi guys, which functions can move a waypoint ? I've tried this, but it doesn't seem to work properly

upper vapor
#

to move a waypoint

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move the waypoint with the transform

unique crane
#

waypoint.position = yourpos

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no?

upper vapor
#

press [move] to move

restive turret
#

press [quit] to quit

upper vapor
upper vapor
unique crane
#

Press crow to crow

frail zinc
upper vapor
restive turret
#

255?

unique crane
#

Ye

#

Higher = smoother

worthy rune
#

like if you move it too fast the player wont stay in the waypoint

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wrapper should handle such that it doesnt glitch out

upper vapor
upper vapor
#

omg

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the waypoint

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okay

frail zinc
#

Thanks, i will try this

restive turret
#

the waypoint is waying your point

slate flume
#

So you guys know how SCPs can see in the dark

hearty shard
#

cheeseburger

slate flume
hearty shard
#

spawn a light source

slate flume
#

That aren't SCPs

hearty shard
#

fake sync it only to one player

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or fake sync just

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the light in the room

slate flume
#

I was hoping it'd be possible to replicate the effect SCPs get to see in the dark

hearty shard
#

not that ik of

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not yet at least

slate flume
#

I already do fake synced lights in my project so it wouldn't be hard to repurpose it

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Maybe I need to make another LabAPI request

hearty shard
#

i think ive also just realized why SecretAPI refuses to nuget release itself

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๐Ÿ’€

hearty shard
#

in the nuget packing

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i think

#

ill have to double check but i think so

celest thorn
#

Hello chat

upper vapor
#

@dapper forge does RueI handle mark tags properly?
Last time I used voffset, the mark extended a lot
(Idk how RueI does its positioning)

worn gull
#

What happened to pickups? Before the update it was good, now it's desync for the players, it still has gravity

#
            var scp1162Pick = Pickup.Create(ItemType.SCP500, globalCords, quaternion);
            if (scp1162Pick == null) return;
            if (scp1162Pick.Rigidbody)
            {
                scp1162Pick.Rigidbody.useGravity = false;
                scp1162Pick.Rigidbody.detectCollisions = false;

                scp1162Pick.GameObject.transform.localScale = new Vector3(10, 10, 10);
                NetworkServer.Spawn(scp1162Pick.GameObject);
            }```
slate flume
#

Including useGravity and isKinematic

upper vapor
#

someone else also had this issue

#

ye

#

a

hearty shard
#

did nw update mirror

upper vapor
#

try isKinematic = true maybe

restive turret
upper vapor
#

perhaps

restive turret
#

Modified SCPSL_Data/Managed/Mirror.dll

#

just modified no + or -

hearty shard
#

@unique crane has mirror been updated

#

i dont actually see any mirror changes for this

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so idk

restive turret
#

last update was 4 months ago ยท 18 May 2025 โ€“ 17:56:14 UTC
+9 kb

hearty shard
#

hmmm

#

um

#

idk then

restive turret
#

then?

hearty shard
#

i dont have decompiled sl to compare for pickups

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not anymore

#

never got invited to new repo

restive turret
#

what u need?

hearty shard
#

actually

#

@thin shuttle can i have decompile thing

restive turret
#

@hearty shard what file you need

hearty shard
#

to find the change

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or networking in general

#

theres gotta be smth in there to explain it

#

also

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im curious on changes

restive turret
#

thats the latest

hearty shard
#

where is this

#

as in where r u getting this

restive turret
#

in my local repo

hearty shard
#

interesting

restive turret
#

Assembly-CSharp\InventorySystem.Items.Pickups\ItemPickupBase.cs

worn gull
hearty shard
restive turret
#

there is no changes for sync or no sync for rigidbody stuff

hearty shard
#

hmmm

restive turret
upper vapor
#

try patching ServerSendFreeze

restive turret
#

might be this

hearty shard
#

lel

slate flume
# restive turret oh

So now syncvars can't be modified after the pickup is instantiated by the client?

#

That's stupid

true cedar
#

i dont wanna test iy

#

it

hearty shard
#

i havent tested further than what ive already shared

restive turret
#

WHY this has random mirror stuff when its not even a mirror network beh??

upper vapor
hearty shard
#

ive just realized

slate flume
hearty shard
#

0.3.0 of secretapi is the most downloaded version (at least from nuget)

restive turret
#

nvm apparanetly the pickupbase is netbeh and not the subbeh, ???

#

wtf

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why is it even allowed

hearty shard
#

it had effects

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and some extensions

restive turret
#

at this rate i would use the mirror's own Physics sync stuff

hearty shard
#

0.4 is what added SSSS

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interesting indeed

restive turret
#

me when im putting all my nupkgs in a directory

hearty shard
#

me when i

restive turret
upper vapor
#

shardsocket

restive turret
#

sharted socket

pallid galleon
#

How do I use role flags, like I want it not to use the roles spawn point

hearty shard
#

or . whatever the inventory loadout one is

pallid galleon
#

ahh, ty!

hearty shard
#

ResetInventory ? idk

#

dementia...

cyan crown
#

๐Ÿ˜ณ

#

i hope that i pinged the correct person lmao

restive turret
#

nice

#

yes

cyan crown
#

send

hearty shard
#

that on 100% volume destroyed my ears

tepid sluice
#

thx god i took off my earphone

hearty shard
#

DAIVD

unique crane
#

me when the movement code is on the server too

hearty shard
#

DAVY

unique crane
#

eve

cyan crown
#

oh man you reminded me

#

i have to network all this shit

hearty shard
cyan crown
unique crane
#

So like... usual

cyan crown
#

i used 4 raycasts to make jumping on slopes possible

#

it works very well :'D

celest thorn
#

anyone knows if its possible to push the player?

#

without making them stutter

slate flume
#

That's it

#

I have a LabAPI issue open about this

celest thorn
#

waypoint toys?

#

like how do i force attach the player??

slate flume
#

The only way is WaypointToys

celest thorn
#

but you cannot force waypoint toys

slate flume
#

I made a LabAPI issue requesting a way to move players smoothly without using WaypointToys

slate flume
#

Spawn a WaypointToy on the player
Move the WaypointToy

tulip kiln
#

Can anyone spot something obviously wrong? The console claims the medkit is (almost) in the same spot as a primitive cube, with a scale of (10, 10, 10) and the cube is parented to the medkit, but I can't see it. I only briefly see it when throwing the medkit (it's attached at the medkit being dropped)

Primitive = PrimitiveObjectToy.Create(null, false);

Primitive.Type = PrimitiveType.Cube;
Primitive.Flags = AdminToys.PrimitiveFlags.Visible;
Primitive.Color = Color.blue;
Primitive.Scale = new Vector3(10,10,10);

Primitive.Spawn();

Primitive.Position = ev.Pickup.Position;
Primitive.Parent = ev.Pickup.GameObject.transform;
#

(and no, it's not anywhere near the medkit in the ground or above)

slate flume
#

.Position will set the object's LocalPosition

#
Primitive = PrimitiveObjectToy.Create(null, false);

Primitive.Type = PrimitiveType.Cube;
Primitive.Flags = AdminToys.PrimitiveFlags.Visible;
Primitive.Color = Color.blue;
Primitive.Scale = new Vector3(10,10,10);

Primitive.Spawn();

Primitive.Parent = ev.Pickup.GameObject.transform;

This should achieve the result you were expecting

tulip kiln
#

Removing the position set works perfectly

#

thank you

slate flume
#

Of course! Happy to help :)

upper vapor
grand flower
#

Abolish waypoints

restive turret
#

real

worn gull
#

Something really weird happening, the InteractableToy SearchDuration fake sync worked before the update now not but nothing changed in the code ๐Ÿ’€

#
[HarmonyPatch(typeof(InvisibleInteractableToy), nameof(InvisibleInteractableToy.SearchTimeForPlayer))]
public static class InvisibleInteractableToySearchTimePrefix
{
    private static bool Prefix(InvisibleInteractableToy __instance, ReferenceHub hub, ref float __result)
    {
        if (!__instance.TryGetInteractableToy(hub, out var custom))
        {
            LogManager.Debug("Using default interaction duration.");
            return true;
        }
        LogManager.Debug($"Using custom interaction duration: {custom} seconds.");
        __result = custom;
        return false;
    }
}```
#

Am I doing something wrong or NW did something? (I'm getting Using custom interaction duration: 15 seconds.)

shy karma
#

how would i interpolate..?

fresh jay
#

Is there any way to hide playerโ€™s model?

grand flower
#

Nop

#

Outside of making them super small for everyone else? Maybe?

#

But you'll probably make it look goofy if they hold guns or something

slate flume
hearty shard
#

Become invisible

#

Disappear

celest thorn
#

Hello chat

unique crane
restive turret
celest thorn
restive turret
hearty shard
celest thorn
warped prairie
slate flume
#

Can I change the fire rate of a weapon
Also can I speed up how fast a player uses an item?

grand flower
#

You can increase the use speed of an item through a custom effect on the server afaik

#

fire rate no

true cedar
#

every time this game updates i spend way too long getting the new dependencies

slate flume
#

One updates the server (and Managed files)

true cedar
#

i should probably do that

slate flume
#

The other publicizes them

true cedar
#

rn im trying to get the newest assembly

#

publicized

true cedar
slate flume
#

BepinEx

true cedar
#

goddamnit i dont wanna

slate flume
#

Why

true cedar
#

oh its on its own

slate flume
#

Yeah haha

#

Just download the thing and you get access to the assembly-publicizer command in cmd

hearty shard
true cedar
#

NO.

hearty shard
#

lazy mf...

#

Actually thats not laziness thats

#

Going out of ur way to do it manually every time

#

xd

true cedar
#

im too lazy to automate it

#

but too not lazy to not do it manualluy

#

FUCKING

#

itsl itearlly there jesus fucking christ

#

THE PUBLICIZER DOESN'T EVEN WORK???

#

@slate flume give me ur bat script im pissed

hearty shard
#

R u baf

#

Bad

true cedar
#

i publicized these fucking assemblies

slate flume
#

The /y is optional

#

I just have it for guarantee if someone runs the commands manually or something

true cedar
#

literally this publicizer just does not work lmfao

slate flume
#

Ong it works

#

Oh you mean

#

Yeah idk about that one

true cedar
#

THE ONE YOU SAID U WERE USING???

#

nvm it was a me issue im gonna

hearty shard
#

shh

slate flume
slate flume
cyan crown
#

foosteps sound kinda annoying rn but i'll fix them

grand flower
#

watcha working on

worthy rune
cyan crown
true cedar
#

nw dev creating a sl clone

#

a classic

grand flower
#

why though

cyan crown
#

i'm not a dev

true cedar
#

close enough

cyan crown
#

not even close

#

all i do is translate the game a developer is who works on the game directly in engine

grand flower
#

i'd get improving upon SL but why a clone?

cyan crown
#

to further enhance my skills as a developer in general

#

since SL is a large project and it got a lot of systems finishing such project is a achivement to me personally

grand flower
#

i see

#

good luck

#

One thing I'll say though, is if you're planning on having multiplayer, implement your stuff with that in mind from the start

#

Adding multiplayer on top of a singleplayer game generally ends up with you rewriting a lot

cyan crown
#

like literally after footsteps

grand flower
#

if you use something like Mirror it won't be too hard

#

The "hardest" part networking wise of SL would probably be movement

cyan crown
#

i don't have a steam app to use mirror there is a game called space something

#

but i don't use it tbh

grand flower
#

fair

#

haven't looked much into Unity's new networking stuff, don't really use that engine

#

either way doesn't change much, movement is generally gonna be one of the more complex things to do in a multiplayer project

glad pagoda
#

they just bought an existing lib

#

and renamed it

#

and made it official

#

only the ECS stuff was new and custom

#

but also horrible

grand flower
#

huh, interesting

glad pagoda
#

but yeah it was open source from a 3rd party dev before

glad pagoda
#

like for example they disconnected clients if a fragmented packet was above 10kB iirc

grand flower
#

-_-

glad pagoda
#

like???

glad pagoda
grand flower
#

Kinda glad I don't have to deal with networking stacks changing every few years DogKek

#

idk why Unity's like this

glad pagoda
#

they had something like

if (totalLength > 10000)
  disconnect()
glad pagoda
#

any stack from unity is horrible

grand flower
#

yeah

#

partially why I didn't bother making it my specialty

#

it not being open source sucks too

glad pagoda
#

the new ones are

#

or you mean thw whole engine?

grand flower
#

yeah the engine itself

#

i can't go back to a closed source engine

#

it's too helpful

glad pagoda
#

when they were teasing the IPO stuff

#

I REALLY hopes it was gonna be MS buying Unity

#

and opensourcing it

#

I still want MS to buy unity so bad

#

hopefully their stock will fall so low they;ll do it at some point

#

wait wtf

#

somehow this year they managed to get it rising for the fdirst time in history?

#

it's been going up since april somehow??

glad pagoda
#

(all actions were performed legally under the local law and the EU copyrights acts)

grand flower
#

Meanwhile I can just open up my project, double click Engine and see all of the engine's source code

glad pagoda
#

funfact

#

the first line of code in UnityMain

#

does an UB with WinAPI

#

(it passes an invalid parameter combination)

grand flower
#

not surprised

glad pagoda
#

like

#

bnasically

#

the first instruction they execute

#

(not exactly though, they instead call UnityMainInternal and only taht does the UB in the 1st line)

grand flower
#

aye

#

having access to engine source has saved me a ton of time at work

#

and also being able to PR bug fixes if I end up fixing an engine bug or adding a nice feature other devs might like

#

Takes a few weeks/months to be merged but you get your name on the release notes and it's cool DogKek

glad pagoda
#

unity source license was 1mln usd a year iirc

grand flower
#

it's dumb

glad pagoda
#

or sth like that

#

in millions though

grand flower
#

idk why they'd do that

glad pagoda
#

was told by a friend that's in a company that did reach out for it

#

but decided it's not worth it for the price

grand flower
#

definitely not hah

#

I also like Epic's EULA for the engine

glad pagoda
#

i wish they'd go through with what Tim Sweeney said in the past though

grand flower
#

if they update it, it only applies to the next engine release at the time, and you can continue using whatever version fo the EULA you signed for the engine version you use

glad pagoda
#

abotu adding C# as an optional official language to UE

grand flower
#

there's a few projects working on that

#

but yeah i doubt it'll be native

glad pagoda
#

well

#

the CEO said they're considering it in the past

glad pagoda
#

and

#

can I dm you something?

glad pagoda
grand flower
#

sure

upper vapor
upper vapor
true cedar
#

screams

grand flower
#

f

#

I'm working on the modding framework for my project and wondering how to tackle dependencies

true cedar
#

give up

grand flower
#

since there's mostly gonna be two types of addons

#

scenarios and just addons

#

like garry's mod having gamemodes and addons

true cedar
# true cedar screams

i might need someone to look over this code i physically do not understand why the Fuck it's not working

#

im trying to implement animated hint parameters manually by writing to the buffer

#

and literally every other parameter works

upper pike
#

I think it might be too many characters

true cedar
upper pike
#

I remember getting that issue when I was playing with TextToys

true cedar
#

and also that's not usually the error u get

upper pike
#

This was the error I used to get

true cedar
#

nah diff thing

true cedar
#

and as i said every parameter works so i literally do not know what im doing wrong !

#

okay i give up for tn if anyone has any ideas lmk

#

i kinda need this to finish ruei so

upper vapor
#

remove the client

true cedar
#

true

#

cut out the middle man

upper pike
#

I've been trying variations of this code for like an hour now

obtuse spruce
upper vapor
#

you need to spawn a light toy yeah

obtuse spruce
#

I will say the second choice cuz we didnt see the Light Cookie when its red

true cedar
#

still didnt get it working tho fml

#

@hearty shard help me !!

late shoal
#

Stupid question, is it possible to patch the voice chat so that SCPs can communicate with humans? Or alternatively, to add a speaker png/picture above an SCPs head like the humans have?

upper vapor
#

also there's a plugin for this

#

but you can't show the speaker icon unfortunately

late shoal
obtuse spruce
true cedar
#

i think they know

late shoal
upper vapor
#

yeah

true cedar
#

u can spawn a dummy

true cedar
#

and have it follow around

late shoal
upper vapor
upper vapor
late shoal
upper vapor
#

voicemessage.speaker = dummy.referencehub

upper pike
# static meteor Light toy

So how did you implement it
Is it like a directional light from the player that follows the player around and gets triggered every time the flashlight triggered event is played?

upper vapor
#

it's a spotlight parented to the player

static meteor
# upper pike So how did you implement it Is it like a directional light from the player that ...

Its a bit fucky

        internal IEnumerator<float> LightFacingForward()
        {
            for (; ; )
            {
                if (Owner == null)
                    Light.Intensity = 0;
                if (Owner.CurrentItem == null)
                    Light.Intensity = 0;
                if (Serial != Owner.CurrentItem.Serial)
                    Light.Intensity = 0;

                if (Toggled)
                {
                    IFlashlightData data = CustomItem.CustomData as IFlashlightData;
                    Light.Intensity = data.Intensity;
                    Light.Base.transform.forward = Owner.Camera.forward;
                }

                yield return Timing.WaitForOneFrame;
            }
        }

        public static void OnTogglingFlashlight(PlayerTogglingFlashlightEventArgs ev)
        {
            if (ev.LightItem == null || ev.Player == null)
                return;

            if (!Utilities.TryGetSummonedCustomItem(ev.LightItem.Serial, out SummonedCustomItem customItem))
                return;

            if (customItem.CustomItem.CustomItemType is CustomItemType.Light)
            {
                ev.LightItem.IsEmitting = false;
                IFlashlightData data = customItem.CustomItem.CustomData as IFlashlightData;
                if (ev.NewState && customItem.Light.Intensity >= 0 && !customItem.Toggled)
                {
                    ev.IsAllowed = false;
                    ev.LightItem.IsEmitting = false;
                    customItem.Light.Intensity = data.Intensity;
                    customItem.Toggled = true;
                }
                else if (customItem.Toggled && customItem.Light.Intensity >= 1)
                {
                    ev.IsAllowed = false;
                    ev.LightItem.IsEmitting = false;
                    customItem.Toggled = false;
                    customItem.Light.Intensity = 0;
                }
            }
        }
#
                    case CustomItemType.Light:
                        if (Item.Type is ItemType.Flashlight && !PropertiesSet)
                        {
                            FlashlightItem flashLight = Item as FlashlightItem;
                            IFlashlightData data = CustomItem.CustomData as IFlashlightData;
                            Light newLight = Light.Create(flashLight.CurrentOwner.GameObject.transform);
                            ColorUtility.TryParseHtmlString(data.HexColor, out Color color);

                            newLight.Color = color;
                            newLight.Type = data.LightType;
                            newLight.Range = data.Range;
                            newLight.ShadowType = data.ShadowType;
                            newLight.ShadowStrength = data.ShadowStrength;
                            newLight.Intensity = data.Intensity;
                            newLight.Shape = data.Shape;
                            newLight.SpotAngle = data.SpotLightAngle;
                            newLight.Transform.localPosition = new Vector3(0.05f, 0.35f, 0.5f);
                            newLight.SyncInterval = 0;
                            Light = newLight;
                            Timing.RunCoroutine(LightFacingForward());
                            LogManager.Info($"{newLight.Position}, {newLight.Parent}, {flashLight.IsEmitting}, {newLight.Base.enabled}");
                        }
upper pike
#

Thanks

#

Yeah I can imagine this to be incredibly janky. Especially for my purposes

restive turret
#

It has multiple transports which is choosing what to send packets

#

I use KCP

upper pike
restive turret
#

Yes

#

Bc it has some networking stuff enabled of something i dont really know since i dont own an actual appid yet

grand flower
#

spacewar is good to test steam features as a dev without paying for an appid

#

it has limitations though

#

thats why I always keep a spare appid for my projects

restive turret
grand flower
#

Regional locks on sessions

#

cant join a session that isnt in your region

#

probably to limit the pirated games using it

upper vapor
#

but northwood isn't

#

how is this possible

restive turret
#

I just the scripts

#

Idc about the looks

restive turret
teal junco
#

and then made a legally distinct scp sl competitor

#

For safety reasons I don't endorse this behaviour

grand flower
#

Wdym legally distinct

#

You could snatch SL's assets and make your own game fair and square as long as you don't snatch code

upper vapor
#

well uh

restive turret
upper vapor
#

idk what to say to that

teal junco
#

I mean, some assets they absolutely dont own

#

but I assume a number of assets are theirs.

#

Is this related to the SCP license?

#

if so im stupid lel

restive turret
#

You can use squares and edgeless safety cubes

grand flower
#

Art wise

#

Not source code since CC BY SA isn't a software conscious license afaik

#

I asked the SCP licensing team about this a few years back and that's what I got back

#

@teal junco ^

glad pagoda
teal junco
grand flower
teal junco
#

so models, textures, animations, and sounds?

grand flower
#

source code no, even if it's an SCP game

grand flower
glad pagoda
grand flower
#

Yeah

glad pagoda
#

so parts of your stuff must be under CC BY SA

grand flower
#

just because there's one SCP thing doesn't mean all of it is

glad pagoda
#

but the rest technically doesn't

#

but

#

it's not very well defined

grand flower
#

But anything SCP derived likely fits

glad pagoda
#

not necessairly

#

art could be argued to be separate

grand flower
#

I'd say I'd be safe grabbing 173/939/106/096 models

glad pagoda
#

well custom art that is, not CB one

#

but we don't bother

#

we keep all our stuff that isn't code as CC BY SA

grand flower
#

They're derivative of SCP work, so they're CC-BY-SA by definition

#

Weapon models and all I'd say no because that's not SCP derivative

glad pagoda
#

you could argue only the writing is an adaptation

#

not the ary

#

art

#

since there's no official art

grand flower
#

You're deriving art from the writing

#

That's derivative

glad pagoda
#

well thats the point of collections there though

grand flower
#

A movie about idk, any SCP that doesn't have art, is still derivative

#

From what you sent, collections just means that while 939's model is derivative, it doesn't mean the entire project is? as far as I understand

#

like 939 is derivative, but gunshot_02.wav isn't just because it's in the same project

glad pagoda
#

you could argue that a model is an individual work

#

that has the original work included

#

so the model itself is a collection

grand flower
#

entirety in its unmodified form

#

939's model is a modified form of the original 939 wiki page

#

so it doesn't fit here

glad pagoda
#

well the wiki page doesn't have an official image iirc

grand flower
#

Doesn't matter, remixing (i.e. text to art form) is covered under CC-BY-SA

#

it's a derivative

#

like a collection here would be me grabbing 10 pages of the wiki, putting them in a book with zero modifications, I guess from the definition above

glad pagoda
#

iirc we consulted a copyright lawyer too but I don't have the exact opinion

#

we're going with the safe definiton though

grand flower
#

Bit of a sidenote from this conversation, but an SCP game that tries to copyright their SCP work is uhhhhhh not cool

#

not saying NW is trying to do so

#

But the whole point of SCP is that you can make derivatives as long as you share them

glad pagoda
#

we actually had SCP wiki admins come here and request us to clarify our licensing

grand flower
#

They do that a lot yeah

glad pagoda
#

but they were happy with what we're doing after we described it better in our licensing stuff

grand flower
#

A Garry's Mod map that was pretty famous had its author try to copyright stuff and iirc he got a stern talking to from the CB devs and site admins

#

all in all what I'm saying is, I could go to any SCP game, grab some SCP derivative assets, and probably be safe using them

#

Source code is a no no, that I'm 500% certain of

#

unless they decide to license it permissively

glad pagoda
#

well rooms and such could likely be successfulyl argued as being a collection

grand flower
#

Collection no

#

But I wouldn't call them derivative

glad pagoda
#

CC BY SA only defines 2 terms

#

collection or adaptation

grand flower
#

Although - the fact SL uses CB rooms, and CB has them licensed under CC BY SA, means that SL's rooms based on those are derivative

grand flower
#

yes

#

the ones based on CB rooms

#

Any new one, nah

glad pagoda
#

well those based on them

#

but it also depends on how based

grand flower
#

Entrance has a lot of those

glad pagoda
#

but yeah copyright lawyer literally told us that the SA part is VERY vague and unclear on it

#

and that it could be very much so argued either way in court

grand flower
#

Yeah

#

tbf an SCP game that tries to sue another SCP game for using SCP derived assets is not a good look heh

glad pagoda
#

i mean if they'd be totally asset flipping

grand flower
#

Legal aside I mean

teal junco
grand flower
#

I'm not Northwood

#

but I'm saying that'd be bad optics

grand flower
#

especially in SL's case where there's still CB assets inside

glad pagoda
#

DMCAs come first

grand flower
#

Still bad optics

glad pagoda
#

we did in fact file many DMCA requests over the years

grand flower
#

For SCP derived asset usage or was it non-SCP stuff

glad pagoda
#

well we openly release our assets as CC BY SA

#

so we don't care about those

#

but for code

#

patreon stuff

#

and such

grand flower
#

Yeah code is fair, I'd file DMCAs too

#

the scp licensing team told me that dual licensing terms are fine as long as it doesn't impede on the SCP licensing

#

So source code and all isn't covered by the CC BY SA license of the SCP derived work

glad pagoda
#

well it is

#

but

#

it's the collection part

grand flower
#

I can't say my networking code for my project derives from SCP heh, but I see what you mean

glad pagoda
#

and the wiki staff iirc told us we're in the clear treating the code as the separate psrt of the collection

grand flower
#

Yeah I asked about SCP: 5K since they had a dual license and got an explanation

#

sec lemme find it

glad pagoda
#

in fact

#

those in particular are kinda the same as models

#

so by example of those you can see how I argued models could be argued to be collections too

grand flower
#

so I don't see how that's derivative

#

Or like

glad pagoda
#

you derive the ideas for mechanics in the code though

#

same how you derive the ideas for the look of the model

grand flower
#

That's far fetched

#

And that's also a whole other thing because you're not supposed to be able to copyright game mechanics

#

as much as giant corporations try to because they know nobody will fight them

glad pagoda
#

well this is licensing, not copyrighting

grand flower
#

in a battle of attrition they win

glad pagoda
#

also patents are already stupid enough

grand flower
#

Sure, but that also an issue with CC BY SA not really being software conscious. There's not software specific wording which is why it's hard to say source code is derived from those kind of works

glad pagoda
grand flower
#

Models are something else though because you base them on the description of the entities on the wiki

grand flower
#

yeah i know, I hate nintendo

#
Hi!

I had a question about licensing SCP content for games.
The licensing guide says that any work derivative of the SCP wiki must apply the CC-BY-SA 3.0 license.
Does this apply to every single part of the game, even those not related to SCP?

A good example of this is the game "SCP: 5K" on Steam by Affray Interactive. They seem to have an EULA where they state the following:

" SCP: 5K (SCP: Pandemic) ยฉ๏ธ 2021 - 2022 Affray LLC. Some rights reserved; Content related to "SCP", "SCP Foundation" its logos, wiki pages, images, and alike are licensed under Creative Commons Share-Alike Attribution 4.0 or 3.0 where applicable. AffrayCore ยฉ๏ธ 2021 - 2022 Affray LLC. All rights reserved. All other trademarks, copyrights, and logos are the property of their respective owners.

SCP: 5K (SCP: Pandemic) is a multi-licensed game release and is not fully re-distributed under Creative Commons from the usage of SCP Wiki content. A vast majority of files are exclusive properties of Affray LLC and Affray Interactive LLC (Affray) or non-exclusive third-party content from the likes of Epic Games Inc, Firelight Technologies Pty Ltd, Nvidia Corporation, Intel Corporation, various creators from online game asset marketplaces, and many more.

All custom-made story/lore content (writings, audio voice lines, etc.) included in this game now and in the future (such as the Psi-Z Program) is/will be released under CC-BY SA 4.0. for anyone to use for their own projects. The SCP logo made and used by Affray is also released under CC-BY SA 4.0. You just need to follow the rules of the license in order to use any Creative Commons-released content.

AffrayCore encapsulates most game-related and lore-agnostic content and media created by Affray, exceptions being content derived from or used from the SCP Wiki and other non-exclusive content.

All content used straight from the SCP Wiki is re-released under CC-BY SA 4.0 or CC-BY SA 3.0 where applicable. "

While this somewhat seems to make sense for my non legal-oriented mind, given the fact the Unreal Engine by Epic Games has its own licensing (and cannot be redistributed without following it) and that the game's codebase they call "AffrayCore" can't possibly be derived from the SCP wiki itself, like any art assets, writing and anything design wise derived from the SCP Wiki would.
Additionally, third party plugins made by Nvidia and Intel have their own license.

However, the licensing guide specifies the following:

"You are free to create and share videogames based on SCP, but you must comply with all aspects of the license as it relates to software. That means releasing the work under CC-by-SA-3.0,[...] not imposing additional legal restrictions through EULAs or equivalent user forms, and not attempting to impede any alternate distribution sources so long as those sources in turn follow the terms of the license."

The Unreal Engine licensing and "AffrayCore" copyright seem to go against the last part of my quote. Can a case be made that anything derived from the SCP Wiki in their case follows the licensing, even though other parts of their game doesn't?
It's all a bit confusing but with the recent increase in SCP games (even paid ones) being released, it got me curious.

Thank you for reading,
#

me

glad pagoda
#

the patent I mentioned

grand flower
#

SCP wiki

#
It only applies to the aspects relating to SCP.

Dual-licensing schemes are, for the most part, allowed for situations like this because Creative Commons as a license is designed for the arts, and not code. 

As long as the actual SCP elements are not restricted, then it's fine.
glad pagoda
grand flower
#

yeah

glad pagoda
grand flower
#

In the end, for my project I'll be fine with people using models and all

#

That makes me puke LOL

glad pagoda
#

they have tons of other funny patents

grand flower
#

Next they'll patent moving a piece of hardware to move the camera in game

#

if they havent already

glad pagoda
glad pagoda
#

in 2024

grand flower
#

But yeah either way

glad pagoda
#

just for context

grand flower
#

I know that for my project I'm going to be extremely defensive of the source code because of the time and effort put into it. But art wise, I won't care much

glad pagoda
grand flower
#

SCP games have always used other SCP works and I'd be a hypocrite to try and stop that from happening to mine heh

glad pagoda
#

WAIT

unique crane
#

Petris

glad pagoda
#

the nintendo virtualboy thing

unique crane
#

Did you know yesterday was 2nd anniversary of payday 3

glad pagoda
#

from a week ago

#

that's why they patented VR googles a year ago

hearty shard
unique crane
#

Don't know when that is

glad pagoda
grand flower
#

Is payday 3 still shit

hearty shard
grand flower
unique crane
#

And that's about it

#

Rip

glad pagoda
grand flower
#

yeah they fucked up

unique crane
#

๐Ÿ˜ญ

glad pagoda
#

i mean afair it's not a BAD game

#

it's just worse than 2

grand flower
#

Not a good one either tho

unique crane
#

Yea I like pd3

glad pagoda
#

noticeably

unique crane
#

One thing

#

Stealth is exponentially better

#

Than in pd2

glad pagoda
#

well I'd say

grand flower
#

Might try it out if I get it on sale

glad pagoda
#

more elaborated

unique crane
grand flower
#

or that

#

when I have time

unique crane
#

On unnamed sites I shouldn't probably promote

#

Cause it was on like 80% sale

#

For all 1 year dlcs

grand flower
#

Got my week full and I'm probably going to also be contracted by another client on weekends relatively soon

#

so lots of work DogKek

glad pagoda
#

I love us being top 5 expensive despite way lower wages TrollDespair

grand flower
#

rip

glad pagoda
#

we earn 1.9k usd monthly before tax median here btw

restive turret
#

Burn in hell fire

#

With the patenting

#

"oh i gonna patent connecting to central server"

glad pagoda
#

@grand flower@restive turretthey patented speakers too btw

grand flower
#

...

restive turret
#

Idiots