#plugins-dev-chat

1 messages · Page 182 of 1

restive turret
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if you use exiled plz update to latest

loud condor
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no

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labaapi

hearty shard
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psure the bug is if you lose it twice at the same frame it dupes

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eg dying same time you drop it or smth

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idk

restive turret
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Idk never experienced it

hearty shard
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idk

restive turret
#

Like cuffed when die? Mayhaps

hearty shard
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@thin shuttle^

thin shuttle
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But need to happen same tick

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So kinda impossible to reproduced

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But you can easily reproduced with plugin

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By ServerDropEverything

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Multiple time

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I can send you the fix

loud condor
thin shuttle
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(if you keep the headers comment there no more need)

slate flume
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For areas like LCZ Checkpoints, how can I distinguish between the room light controller for the checkpoint doors, and the room light controller for the elevators?

hearty shard
slate flume
upper vapor
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most likely, yeah

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compare the distance to the checkpoint maybe

thin shuttle
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Elevator do not have lightcontroler as i know ?

slate flume
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This part

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Vs this part

thin shuttle
slate flume
thin shuttle
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The Name of the room isn't the same

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:)

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Let me get you the name with GetDoorType

slate flume
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When I get the room instance from the light controller it says both are HczCheckpointToEntranceZone

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Both are part of the same room, they just have different light controllers for the hallway section vs the actual checkpoint area

thin shuttle
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as you can see

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Hcz_Ez
Ez_Hcz

slate flume
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I had done some adjustments when I logged positions so I hadn't noted the difference

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W thank you bro

thin shuttle
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are for differentiate the two Checkpoint

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not between Hallway and Checkpoint

slate flume
#

Check this

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The difference between hallway and checkpoint 1000% exists

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Is it possible to view the default color of a RoomLightController?
Like what light it uses by default

thin shuttle
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just use the name difference from RoomIdentifier ?

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it's less likely to break with update

slate flume
thin shuttle
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position is bad as it's would break for any NW change

slate flume
#

Oh you mean that

slate flume
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It's in the same room

thin shuttle
thin shuttle
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it's 2 Room

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it's even 2 zone

slate flume
thin shuttle
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what type is Name ?

slate flume
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RoomName

thin shuttle
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that suck

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RoomName is suck

slate flume
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Ong it'll show the same thing

thin shuttle
#

yeah

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you will see not being the same

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similar but not the same

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as one Start by HCZ_EZ

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and the other by EZ_HCZ

slate flume
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This is going to be so fucking stupid if you're right because that means they gave the same roomname enum to both

thin shuttle
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yeah

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¯_(ツ)_/¯

slate flume
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Fuck you're right

thin shuttle
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i mean

slate flume
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What is going on at NW HQ

thin shuttle
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i did code GetDoorType

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GetRoomType

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GetWindowType

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i can tell you

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GetCameraType too

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string naming it's too choose

thin shuttle
slate flume
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I hate NW

thin shuttle
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RoomName isn't good at using a specific Room

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but good for their MapGeneration stuff

slate flume
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MapGeneration stuff is a lame excuse because developers have to actually work with ts

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Mad confusing when you label to separate rooms under one name

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Pmo

thin shuttle
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i am not at NW so idk

slate flume
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I hate that I have to do this manually

thin shuttle
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i am waiting for this fix

thin shuttle
thin shuttle
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the one down the room

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EZ PortallessBreakableDoor

slate flume
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Dawg why

thin shuttle
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because they use the window door from EZ

slate flume
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The crazy thing is labelling it specifically for LCZ as if you'll never use it anywhere else

slate flume
thin shuttle
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but GlassType is my preffered

thin shuttle
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Glass glass or GLASS

slate flume
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Honestly that's just based

thin shuttle
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B272sa idk why

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there probably lore behind it

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because that probably from CB naming

thin shuttle
slate flume
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Wait

thin shuttle
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with GameObject there no Room being the same

slate flume
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Last I checked each one returns All

thin shuttle
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no

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RoomIdentifier

slate flume
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Yeah but there's multiple light controllers for one room

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Like Airlock or Redroom

thin shuttle
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"EZ_CollapsedTunnel" => RoomType.EzCollapsedTunnel,

slate flume
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Yes I know

thin shuttle
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"EZ_Shelter" => RoomType.EzShelter,

slate flume
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Yes I know

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What is your point dude

thin shuttle
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"EZ_Endoof" => RoomType.EzVent,

slate flume
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I know

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What is

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Your

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Point

thin shuttle
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there no two different Ez_EndOof

slate flume
#

Yes I know

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But there are two light controllers in Ez_Endoof

thin shuttle
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uhmmmm

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?

slate flume
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Yes

thin shuttle
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you sure?

slate flume
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Yep

thin shuttle
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let me give a check

slate flume
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I'm changing how I determine rooms to use strings and positioning for the ones that have multiple

thin shuttle
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okay

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but i don't see what the difference between the two

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one is useless ?

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can you try to put two color ?

slate flume
restive turret
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Not two different one

thin shuttle
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is talking about EzEndOof

restive turret
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Oof

slate flume
restive turret
#

Lel

restive turret
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I aint gonna rename stuff in enigne

thin shuttle
restive turret
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Im scared

slate flume
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RedRoom is a fluke because multiple can spawn in a round, which is what caused multiple

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LczAirlock is the more relevant one

thin shuttle
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oh that the reason lel

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then

thin shuttle
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give a name to Scp173NewGate

restive turret
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Ehats the name of it lol

thin shuttle
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and Scp049Gate

restive turret
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BallsGate & TouchGate

thin shuttle
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AND THAT HORRIBLE

restive turret
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Oh that glass

thin shuttle
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GLASS (5)

restive turret
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Somebody cloned objects ig

thin shuttle
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somebody ?

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mostly everyone

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does that

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lol

restive turret
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And not renaming it? Ye that checks oitFear

thin shuttle
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Lcz330 got the same name of the glass inside LczGlassBox

restive turret
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Tbh half the time I navigating tru rooms just when I fixed some stuff for xmas and I was , uhhh

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Soo many objects wow

thin shuttle
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yeah

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but Camera Window Door are important

thin shuttle
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@restive turret do you know where is the value for MTF / Chaos spawnpoint ?

restive turret
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Uh

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No added to the infinity list to check tomorrow

umbral zephyr
stiff niche
zenith coyote
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Is this the place to ask for tech support?

upper vapor
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@static osprey do you have perms to edit channels? some people can't stream in labapu hangout

upper vapor
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thx

hearty shard
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im gay

hearty shard
icy knoll
slender lynx
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yall r smth else bro 😭

celest thorn
icy knoll
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just ignore it if u dont like it

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smh

slender lynx
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plus, its a public channel

unique crane
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#hexagonupdate

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Im just gonna add every shape except for triangle

slender lynx
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triangles r next

unique crane
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No

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Valve pull and we are skipping number 3

slender lynx
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this is so sad

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@celest thorn cancel project

celest thorn
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lol

unique crane
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Next update we are adding Alyx shape

celest thorn
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you mean which one

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hl2 or hla

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hla would be a pair of hands trolling

unique crane
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we already got pair of hands

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so

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hl2 I guess

celest thorn
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damn

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thats a bad idea

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+18 server with private rooms on sl trolling

unique crane
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💀

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community the second we add female model

celest thorn
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goldfish thinks about reproducing

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same is the sl community

unique crane
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no they dont want to

celest thorn
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btw how many bottles?

unique crane
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they are just horny fucks

celest thorn
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for a triangle

celest thorn
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sometimes

upper vapor
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the horny fucks

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what would happen

celest thorn
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and then

hearty shard
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what the fuck did i tab into

unique crane
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tab out eve

celest thorn
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eve just put the fries in the bag

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and leave

sweet flax
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add triangle when half life 3 comes out

restive turret
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Role.SpawnpointHandler

thin shuttle
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but

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i finally got my reponse by @upper vapor

restive turret
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you want the exact coord / settings?

thin shuttle
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yeah

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i manage to get them

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with his help

restive turret
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ah ok, i just got into pc since I had a bad morning

thin shuttle
celest thorn
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A MASSIVE sphere trolling

thin shuttle
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106 is the 2nd one

restive turret
celest thorn
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oh i meant the name are capusles

thin shuttle
restive turret
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I dont even know what to do with it wdym fix

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I have zero clue what to or how

thin shuttle
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change Scp096 Model Collider

upper vapor
thin shuttle
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also why Scp3114 do not have foot collider

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same for 106

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we can't shoot their feet

restive turret
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idk cus of IK?

upper pike
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Do those two have IK?

restive turret
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idk

next trench
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@upper vapor Everyone here should be able to stream in the API Hangout VC now

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If it doesn’t work, give me another ping

upper vapor
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Aight thx

thin shuttle
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idk if i have take a picture of it

cyan crown
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never mind the capsule is 096SteamFacepalm

upper vapor
cyan crown
forest sentinel
cyan crown
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i had this idea for my game since i wanna add light switches but i bake lighting so i'm going to some how make a tool that bakes lighting only for a specific area that i select by using a box collider

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its possible to do light switches just bake a whole scene 2 times but in my case i don't wanna bake whole scene 20 times over and over so i'll just figure out to only bake a specific area

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@upper vapor sorry for ping but what do you think about this idea ^

upper vapor
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yeah sooooo

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there's a thing called

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i forgor

cyan crown
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thanks

upper vapor
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i think you'll still have to bake lighting Kek

cyan crown
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yeah but you didn't get what i mean :'D

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i have 2 rooms for example i have to bake 2 sets of ON and OFF for each room

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instead of baking whole scene over and over

upper vapor
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crazy sharpening

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yeah idk about that

cyan crown
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yeah its adjustable

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i have around 7 rooms with light switches

upper vapor
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you're cooked

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not baked

cyan crown
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yeah i have to use this box collider thingy in order to bake each room with its own lightmapes

burnt hearth
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L

cyan crown
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its image that david sent 2 days ago where unity gave him no text for the error

upper vapor
cyan crown
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yeah but i can't make gifs of it for some reason

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i think the bot is bugged

plain gazelle
#

Hm, using @restive turret's fake role syncing code, i have stumbled upon an unknown:

If i tell Client A, who is currently Class-D, that they are now Tutorial, their HUD does not seem to update. So colors, F1, etc stay as Class-D.
Only Client B can see the updated player model.

Question now is, did i fuck up my fake role sync code or is this just how the game works?

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Maybe the way the fake role sync works doesnt actually tell the client what they are, just others what to see

upper vapor
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did you subscribe to FpcServerPositionDistributor.RoleSyncEvent?

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it was a horrible design choice to add but maybe it'll help

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or

plain gazelle
#

Yeah the fake role stuff works via that

upper vapor
#

was the role update not sent to the client themsellves

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soo

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do they see the "you are tutorial" screen?

restive turret
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only other to myself

plain gazelle
upper vapor
#

perhaps

hearty shard
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valid

plain gazelle
#

x3c

upper vapor
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send a RoleSyncInfo

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to the client themselves

plain gazelle
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hmmm firT

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gotta figure out how to do that again

plain gazelle
tribal dagger
#

which event is called when the the heli/car arrival is happening?

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WaveRespawn events are called after that

upper vapor
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WaveMessageSomething i think

tribal dagger
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these are the only 4 with Wave in the name

upper vapor
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waveteamselected

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probably

tribal dagger
#

alr

upper vapor
#

youi can also use WaveManager.OnWaveTrigger

plain gazelle
#

oh dear how do i make a spoofedData network writer

upper vapor
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look at how fpcserverpositiondistributor does it

plain gazelle
#

i have tried taking a look and my head is now hurting

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im this far

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In the WriteAll method where the rolesyncevent gets invoked, that pool seems to just be from NetworkWriterPool.Get();

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i have no clue about any of this x.x

restive turret
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same as what I and exiled writes

plain gazelle
#

i sadly cant understand any of it, too much new stuff all at once

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In the files i have from you Slejmur, i cannot find any mentiond of "RoleSyncInfo" so idk

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if this isnt it, then i dont know what to do x3

restive turret
#

check WriteExtraForRole

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thats what you gotta write

plain gazelle
#

Like this?

restive turret
#

ya

plain gazelle
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:o

restive turret
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and maybe pooledWriter.Return or something

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idk if SyncInfo returns or not

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but better safe than allocating mroe and more

plain gazelle
#

pooledWriter.Return?

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.Reset()?

restive turret
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i dont kniw the exact paramater and stuff

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check how its done in the rolesyncevent

plain gazelle
#

:D

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IT WORKS YAY

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So in the RA i see myself as a the seemingly faked role, Tutorial :o
i wouldve guessed the RA roles to go off of the server's role, bummer

I guess i now need to test how others would see it

thin shuttle
#

So if you are tutorial on ra

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It's mean your role isn't fake tut it is tutorial

cyan crown
#

i'm gonna go schizo over this system so thinking about it i have to bake and rebake multiple areas with other rooms when lights bleed out to other rooms

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all of this just to have light switchesSteamHappy

plain gazelle
#

how sure are you x3

thin shuttle
#

you can still request your info

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to see

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or you also fake it to server

plain gazelle
#

heck so i guess i messed up

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but howww

cyan crown
#

i finished my schizo reading about the system it turns out unity has something called light scenarios so stupid was going to make a whole system where i can bake selective areas but i find this system to be useful for my use and i'll just need to bake a lot of scenarios in order to achieve what i want with light switching

strong lagoon
#

Hey does anyone here know anyone who I could potentially hire to make a coin based store in game as well as making pink candy stack damage? I am willing to pay 100$ so if anyone is available please reach out.

hearty shard
#

Woah

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Money

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I could be a trillionaire

slender lynx
celest thorn
#

sory

slender lynx
#

yes

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go clash royale

plain gazelle
#

But in my RA i am Tutorial

thin shuttle
#

And request info on player

plain gazelle
thin shuttle
#

What the

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@harsh thorn since when RA color text is client sided ?

harsh thorn
#

it always has been?

celest thorn
#

server

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decides

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t

plain gazelle
#

LMAO

harsh thorn
#

the RA playerlist has always been client side, request data is serverside

thin shuttle
#

But isn't request data to fill the ra player list ?

thin shuttle
#

So how does color get decided by client ?

celest thorn
#

the server decides it

thin shuttle
#

Oh

celest thorn
#

yea i just send it

harsh thorn
#

server just sends RA_ClassColor

thin shuttle
celest thorn
#

oh what?

thin shuttle
celest thorn
#

i have acces

harsh thorn
#

client will do this

celest thorn
#

idk

thin shuttle
#

That fair

celest thorn
#

true i forgot

harsh thorn
#

so, color is decided by the client

thin shuttle
#

I just never know it's was convert on client

harsh thorn
#

although you could override it on serverside if you really wanted to

thin shuttle
#

Also why?

harsh thorn
#

probably because the client already has the info anyway

celest thorn
#

yea

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Referencehub is update on the client

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so

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cool ig

thin shuttle
#

Yeah but server too ?

harsh thorn
#

why should we make the server send it again when the client we are sending it to already has the info

celest thorn
#

ig

#

bcz cool

thin shuttle
#

It's prevent a .Replace ?

harsh thorn
#

and?

thin shuttle
#

/ code check

harsh thorn
#

there is litterally no point to move the check

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lmao

celest thorn
#

the query does it like every 10 s

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a request

thin shuttle
#

I see fair

harsh thorn
#

iirc it spams RAPlayerlist

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a lot

celest thorn
#

Yea

harsh thorn
#

if you have some kind of fake class sync you could always just use the event thats called when its adding items to replace the class color with the real color

thin shuttle
#

Yeah

celest thorn
#

you can change that line

thin shuttle
#

But just got disturbed

harsh thorn
#

(but be mindful of the gameplaydata permission, it is the perm that decides if you get to see classes or not)

celest thorn
#

by doing rpe,ace

thin shuttle
#

Because i belived it's was server side

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I go sleep peacefully now

harsh thorn
#

as far as i remember its never been server side

celest thorn
#

like that

#

that the server sent the list

harsh thorn
#

server sends the list with just a static color tag, and the client just replaces it locally

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thats how ive always remembered it

celest thorn
#

yea

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bit you can djut change

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colro

harsh thorn
#

yeah you can just replace the color on the server instead if you want to change it

celest thorn
#

cool update

slate flume
#

So how much is possible with player connections without needing an additional layer like with the defunct XProxy or SiteLink
Do you need to have that additional layer to do stuff with connections outside of like the base preauth rejecting and redirect or is it possible to do those after the preauth completed

upper vapor
upper vapor
slate flume
upper vapor
#

no

slate flume
#

Oh

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Sick

upper vapor
#

you can do that anytime

slate flume
#

That's epic

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How would one do that

upper vapor
#

(like rstop)

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player.Redirect

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ig

slate flume
#

Oh you right

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You right

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Huge

celest thorn
#

Sent by the server

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Or client

sweet flax
#

is there a diffrence between OnChangedRole and OnSpawned?

#

like one is not called when the second one is?

upper vapor
#

OnSpawned is only called on round start and when a wave spawns

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OnChangedRole is called every time (e.g. RA, resurrect, death)

celest thorn
#

Did you guys remove the enable_proxy_ip_passthrough?

#

because im testing some stuff but i cannot find it

sweet flax
#

i have chaged it and also in the code its called when game is selecting spawnpoint for player

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so for e.g for spectator it wont be called

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but any human role it will

upper vapor
#

ah

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well you tried it and saw

next jungle
#

def simplifies stuff for me

upper vapor
#

what i wrote is incorrect

#

OnSpawned is called when a spawnpoint is obtained

next jungle
upper pike
#

So pretty much anytime a player changes role with the Spawnpoint flag

celest thorn
#

am i going insane or did it exist before the enable_proxy_ip_passthrough but now it doesn't?

celest thorn
#

i cannot find it?

upper vapor
#

whether it's in the config file is a different question Kek

#

ConfigFile.ReloadGameConfigs

celest thorn
#

yea but its not in there

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so how tf do i access it lol

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i don't wanna code a plugin

#

its so stupid

upper vapor
celest thorn
#

why?

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lol

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ok thanks ig

upper vapor
#

it's in there

celest thorn
#

i remember before it was there

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so thats why

cyan crown
#

😂

upper vapor
#

cin'tema

covert flame
#

Quick, someone, how do I get the custom permissions of a user group (the permissions in the permissions.yml)?

upper vapor
#

like in the pluginperms command

covert flame
#

I want to get the pluginperms of a user group, is that possible?

upper vapor
#

Ah

upper vapor
#

You're gonna have to publicize labapi

cyan crown
#

i managed to find out how to export any source engine game assets with animations

upper vapor
#

Theft?

worn gull
#

I kinda managed to spawn it but it's not in the correct position cuz every item falls/glitches through the locker 🙁

restive turret
#

are you spawning them with transform inside it?

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do you even get the spawn position to spawn

plain gazelle
#

how could i differentiate between the two different hcz corner rooms?

restive turret
#

position?

unique crane
#

Or coordinate position

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thats easier to compare by Vector3Int

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or by their gameobject

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Unless you wanna hardcode and do something with specific corner on the mal

#

in which case

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Room::Base::MainCoords will help

upper vapor
#

when

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Room.Base.GetInstanceId()

unique crane
upper vapor
#

it will

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because the map generator instantiates a prefab

plain gazelle
#

ah

thin shuttle
#

no

#

no

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the Enum RoomName is shit

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use the GameObject Name

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RoomName is only good to get some specific Room

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not all of them

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so use

plain gazelle
thin shuttle
#

yeah

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that

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.StartWith("HCZ_Crossing")
.StartWith("HCZ_Corner_Deep")

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the one you need

thin shuttle
#

i would never trust that

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^^'

upper vapor
#

GetInstanceId is unity

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it's always unique

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does the deep corner really not have a RoomName?

thin shuttle
upper vapor
#

cuz

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i thought they would be nice

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and add it

thin shuttle
#

41 RoomName count (some room)
66 RoomType count (all Room)

plain gazelle
#

well in this case the room name is nicer x3c

thin shuttle
#

25 Room are missing in RoomName

thin shuttle
thin shuttle
#

ObjName work for all Room

plain gazelle
thin shuttle
#

RoomName work for some Room

plain gazelle
#

Guess ill just make my own obj name to nicer-sounding-room-name converter

thin shuttle
icy knoll
thin shuttle
plain gazelle
thin shuttle
#
.
        public static string RemoveBracketsOnEndOfName(this string name)
        {
            int bracketStart = name.IndexOf('(');

            if (bracketStart > 0)
                name = name.Remove(bracketStart, name.Length - bracketStart).TrimEnd();

            return name;
        }
restive turret
#

well I think there is one issue about it somewhere

#

the keyword is somwhere

thin shuttle
#

?

plain gazelle
#

NW devs have forgotten about room.Name consistency and discarded all the basic corridor rooms smh

#

bad devs

#

evil

thin shuttle
#

no

#

RoomName was here before NWAPI was planned

upper vapor
#

bc why in the world would GD add a line to a .cs file

thin shuttle
#

it's wasn't made for API purpose

ashen hound
#

you know rooms are spawned from prefabs soo (clone) or anything its just yeah...

thin shuttle
#

Killers when HczEzCheckpointB will get fix ?

ashen hound
#

depends what you mean

thin shuttle
#

also it's GameObject are the same

#

if they could be renamed to be different like it's was before the bug appears :3

ashen hound
#

ohh yeah these doors are actual 2 doors

thin shuttle
#

no

#

there two Checkpoint between HCZ and EZ

plain gazelle
#

this button controls both A and B checkpoint doors at the same time lol

thin shuttle
#

and they both have same DoorName

#

yeah

#

they have same name

#

before i 14.0

#

they was different door

plain gazelle
#

quick recording

ashen hound
#

uhm I see what happens mostly ree

#

theres one prefab for both checkpoints

thin shuttle
#

yeah

ashen hound
#

and nametag is only CHECKPOINT_EZ_HCZ_A

thin shuttle
#

before there was 2 prefab

#

idk who at NW deleted the 2nd one

restive turret
#

cus both was the same one?

ashen hound
#

right now without 2nd prefab its kinda uhm pain to difference which one is what

thin shuttle
#

before it's was the case

#

2 different prefab

restive turret
plain gazelle
#

both Checkpoints' Room.Name is
HczCheckpointToEntranceZone
and Gameobject name is
HCZ_EZ_Checkpoint Part
same Shape, same Zone, same amount of Doors, connected rooms, adjacent rooms, rotation and scale

thin shuttle
#

github is having a stroke lol

plain gazelle
#

angry unicorn

thin shuttle
#

the only way to differentiate them

plain gazelle
#

yeah, z axis x.x

thin shuttle
#

95 is important value

#

because in function of layout

#

the z value will not be the same

plain gazelle
#

will their location in the world always be the same across seeds?

celest thorn
#

i need a massive favor

#

someone can tell me where surface is

restive turret
#

oh no

celest thorn
#

in terms of coordinate

restive turret
#

300 ?

celest thorn
#

i know its at 300

#

but i need to know x, y and z

restive turret
#

i just hopped off

thin shuttle
#

0 300 0

restive turret
#

😭

celest thorn
thin shuttle
#

try and see

restive turret
#

but ye i think that would be

thin shuttle
#

honnestly i don't think NW would have fuck it on it

#

it's was 0 1000 0 before

upper vapor
#

because of float precision

restive turret
#

40 314.080 -32.600 is the tower

thin shuttle
plain gazelle
#

0 300 0 is here

upper vapor
#

this is what happens when you're too far out

celest thorn
#

wtf

#

ok thanks

#

lol

#

@thin shuttle thanks for the coords

thin shuttle
#

no worry :)

#

that was before

#

@ashen hound you know why these got changed ?

ashen hound
#

yy

thin shuttle
#

whyyy ?

ashen hound
#

it was recent update?

thin shuttle
#

nope

ashen hound
#

if Im sure it was after moving to prefabs instead of having rooms in scene

thin shuttle
#

@ashen hound it's got break between 26 and 28 of october 2024

ashen hound
#

yeah it was when we moved to spawning rooms via prefabs

thin shuttle
#

ok

ashen hound
#

map gen refactor was idk in october 2024 yeah or something

thin shuttle
#

when spawning Room with prefab on both client and server

#

when all Room being NetIdentity

#

(trolling)

ashen hound
#

uh oh

#

yy

#

theres one problem with it kinda

#

when root of prefab is network identity, mirror not supports having other network identities in them just it would be sync mess

#

not sure about anything else other than ohh creating system for spawning idk doors after room as network identity is spawned

restive turret
#

"doorspawnpoint"

thin shuttle
#

(i mean other than the things that arent correctly parent to it)

ashen hound
#

"All" should only contain light controller mostly thats all

celest thorn
#
    void SerializeSyncVars(NetworkWriter writer, bool forceAll)
    {
        if (forceAll)
        {
            writer.WriteVector3(Object.Position);
            writer.WriteQuaternion(Object.Rotation);
            writer.WriteVector3(Object.Scale);  
            writer.WriteByte(_movementSmoothing);
            writer.WriteBool(_isStatic);
            writer.WriteFloat(_lightIntensity);
            writer.WriteFloat(_lightRange);
            writer.WriteColor(_lightColor);
            writer.WriteInt((int)_shadowType);
            writer.WriteFloat(_shadowStrength);
            writer.WriteInt((int)_lightType);
            writer.WriteInt((int)_lightShape);
            writer.WriteFloat(_spotAngle);
            writer.WriteFloat(_innerSpotAngle);
            return;
        }

        if ((SyncVarDirtyBits & 1U) != 0)
        {
            writer.WriteVector3(_position);
        }

        if ((SyncVarDirtyBits & 2U) != 0)
        {
            writer.WriteQuaternion(_rotation);
        }

        if ((SyncVarDirtyBits & 4U) != 0)
        {
            writer.WriteVector3(_scale);
        }

        if ((SyncVarDirtyBits & 8U) != 0)
        {
            writer.WriteByte(_movementSmoothing);
        }

        if ((SyncVarDirtyBits & 16U) != 0)
        {
            writer.WriteBool(_isStatic);
        }

        if ((SyncVarDirtyBits & 32U) != 0)
        {
            writer.WriteFloat(_lightIntensity);
        }

        if ((SyncVarDirtyBits & 64U) != 0)
        {
            writer.WriteFloat(_lightRange);
        }

        if ((SyncVarDirtyBits & 128U) != 0)
        {
            writer.WriteColor(_lightColor);
        }

        if ((SyncVarDirtyBits & 256U) != 0)
        {
            writer.WriteInt((int)_shadowType);
        }

        if ((SyncVarDirtyBits & 512U) != 0)
        {
            writer.WriteFloat(_shadowStrength);
        }

        if ((SyncVarDirtyBits & 1024U) != 0)
        {
            writer.WriteInt((int)_lightType);
        }

        if ((SyncVarDirtyBits & 2048U) != 0)
        {
            writer.WriteInt((int)_lightShape);
        }

        if ((SyncVarDirtyBits & 4096U) != 0)
        {
            writer.WriteFloat(_spotAngle);
        }

        if ((SyncVarDirtyBits & 8192U) != 0)
        {
            writer.WriteFloat(_innerSpotAngle);
        }
    }
    
    void BeforeSerialize(NetworkWriter writer, bool initial)
    {
        if (!initial)
        {
            writer.WriteULong(SyncVarDirtyBits);
        }
    }

    void AdditionalSerialize(NetworkWriter writer, bool initial)
    {
        if (initial)
        {
            writer.WriteUInt(0);
        }
    }

Why is the light spawning and then disappearing im getting so confused by this lol

thin shuttle
#

is there any reason for it ?

#

is All a default value for name ?

plain gazelle
#

Endoof

#

Endoof

#

The naming consistency o.o

#

x3c

#

Ah yes, Cafeteria

#

Wait wtf

#

EZ_Cafeteria, EZ_Straight and EZ_StraightColumn are all the same room whyyy

thin shuttle
#

because why not :)

#

@plain gazelle never question NW gameobject naming

plain gazelle
#

but i want to questionnnn

thin shuttle
plain gazelle
#

aint no way there are three different, distinguishable glass types all named Glass with different capitalisations

#

i refuse to believe thats real

restive turret
#

not my problem (yet) ClassDTrollHD

celest thorn
#

How do effect work and how can i give an effect to a player?

restive turret
#

or controller

#

but its a network msg

celest thorn
restive turret
#

playerEffectsController

#

guh

celest thorn
#

do i need to try all of them until i hit the good one trolling

upper vapor
#

player.EnableEffect<Type>() toomuchtrolling

hearty shard
#

guh?

celest thorn
#

like i just need fogcontrol

plain gazelle
#

i swear there is a HCZ Straight without a Fan in the ceiling but i cant find a seed with one omg

#

the 50000000 Lumen bright incinerator pit in noclip isnt helping

hearty shard
#

lmao

plain gazelle
#

tint this gif red

restive turret
thin shuttle
#

do you also like Ragdoll naming ?

celest thorn
#

42

restive turret
#

life number

restive turret
thin shuttle
#

so yeah

#

just never got changed

#

all locker have mostly good naming

thin shuttle
#

no idea why Scp127 have underscore

restive turret
#

the micro one is questionable

#

MicroHIDPedestal

plain gazelle
# slate flume What?

The room in the picture can be found three times in Entrance zone under these different names

slate flume
plain gazelle
restive turret
#

omw to create a standard and rename all TrollDespair

restive turret
#

im labapi maintainer not a engine guy ClassDTrollHD

thin shuttle
#

Lcz Door in Hcz

#

EZ door in Hcz

hearty shard
#

hi tech

slate flume
#

Hi eve :)

thin shuttle
#

UE did that in the great way

#

all phone forced to use USB Type C

slate flume
hearty shard
#

lmao

thin shuttle
#

what gov are you ?

hearty shard
#

i believe its US

thin shuttle
#

US that a joke :3

#

gov don't make law

#

money make law

#

i mean in UE too but not at the same expense

hearty shard
#

guh

slate flume
#

And now you see why I don't trust my government to do stuff like that

hearty shard
#

lel

celest thorn
#

yo does anyone know why when i do insert the client says "nuh uh out of range kiss kiss"

spare zodiac
#

complicated object

celest thorn
#
    foreach (SyncObject syncListObject in PlayerEffectsController.SyncObjects)
    {
        if (syncListObject is not SyncListObject<byte> list)
            continue;

        list.Insert((int)type, (byte)intensity);
    }

I do this

celest thorn
unique crane
#

like

#

what else do you think it is

restive turret
#

wit hthe types

celest thorn
#

i think

#

atleas

restive turret
#

check it

#

then

#

goob

unique crane
#

that might be it too

celest thorn
#

how?

#

lol

unique crane
#

xd

restive turret
#

foreach?

celest thorn
#

idk the client exist there

#

but

#

the default count i use for the effects is 200

#

because idk how many there are

#

lol

restive turret
#

less than 200

#

i think

celest thorn
unique crane
#

Then just

#

count the child gameobjects

restive turret
#

or yknow

celest thorn
#

no server

restive turret
#

check the real server first!!

celest thorn
#

no obj

celest thorn
#

how many there are

unique crane
#

how tf does you server work then???????

#

when you dont have unity shit

celest thorn
#

packets

restive turret
celest thorn
#

and thats it

#

magic

unique crane
#

yeah but how tf do you resolve collisions and shit

restive turret
#

he doesnt

celest thorn
#

mono

unique crane
#

skull

celest thorn
#

and everything

#

let me send a video

#

and it runs with 26MB

#

so i count it as a win

unique crane
celest thorn
#

yes i love overcomplicating

restive turret
celest thorn
#

but it test my skill :3

#

nope btw

restive turret
#

copy pasting skill?

celest thorn
#
    public SyncListObject()
    {
        Count = 0;
        Initialize();
    }
    
    public void Initialize()
    {
        _objects.Clear();
        for (int i = 0; i < Count; i++)
        {
            _objects.Add(default(T));
        }
    }
#

but nope it doens't still sending that amazing message

unique crane
#

You need to send the

#

add operation

#

yknow

#

not just server-side

celest thorn
#

yes i do

unique crane
#

are you sure

celest thorn
#
public void SendEffect(EffectType type, sbyte intensity)
{
    bool found = false;
    foreach (SyncObject syncListObject in PlayerEffectsController.SyncObjects)
    {
        if (syncListObject is not SyncListObject<byte> list)
            continue;

        list.Insert((int)type, (byte)intensity);
    }
    
    Object.SendUpdate();
}
#

idk im loosing my mind

ashen hound
#

I have bunch of stuff in my proxy for spawning things for client etc

celest thorn
#

because ngl

#

im loosing my mind

#

for effects lol

ashen hound
#

lol

#

currently Im not doing much with synclist tho

celest thorn
#

Auth everything except a synclist

#

lol

#

its crazy how bad they are

ashen hound
#

what I do for player effects to stop client spamming its that lol

celest thorn
#

if i do it before the

#

Spawn

#

it doens't do anythign

ashen hound
#

if you do it before spawn it should serialize all when player is spawned

#

like how I do it but its just yes default value

celest thorn
#

yea but for Effects you need to update that list

#

so

#

what happens is explosions

ashen hound
#

then you serialize delta mostly

#

that would change effect in list at index 0 to byte with value 0

#

first writeUint its just amount of changes

#

but yes its not that hard to make scp sl server in .net

ashen hound
#

the problem is collisions of meshes

celest thorn
#

ngl

#

boxes

ashen hound
#

boxes is easy but lol

#

some just require mesh

harsh thorn
#

(and so is litenetlib)

restive turret
#

Yeah

hearty shard
#

hi slime boy

#

hi ced

#

hi eve

harsh thorn
#

hi eve

celest thorn
#
   public override void OnSerializeDelta(NetworkWriter writer)
    {
        writer.WriteUInt(1);

        uint index = 42;
        
        writer.WriteByte(2);
        writer.WriteUInt(index);
        writer.WriteSByte(1);
    }

hmmm

restive turret
#

I dig deep sometimes and I still have no clue why zero do sometimes completely different thing

celest thorn
#

no

harsh thorn
#

i uh, remember at some point i tried to do something with cedmod and hiding pickup positions

#

it had something to do with a synclist

#

it was interesting

ashen hound
#

for my proxy I added way to intercept packets which server or client sends and I can set values of them how I want lol

restive turret
#

Check how my fakesync do

harsh thorn
#

iirc i figured it out, just the way i did it absolutely murdered server performance

#

would need to redo item syncing to not go for each item for each player

#

but rather maybe do something based on players/their currentroom

restive turret
#

There is event(?) when someone goes to other room so

harsh thorn
#

well i made it calculatebased on the players position, cuz rooms have doors and can have items behind them

#

so it does it realtime (with a cooldown ofcourse), which is probably part of the problem

celest thorn
#

tbh its so sad

#

i CANNOT make lights work

#

without that effect ;(

restive turret
#

:)

harsh thorn
#

what are you even trying to do (i didnt read)

restive turret
#

Sending player effect & some light spawning b4 that

harsh thorn
#

hmm

celest thorn
#

so i can see light

ashen hound
#

but why you cant see it lol

harsh thorn
#

but, why not just enable the effect normally
does it need to be fakesynced?

#

cuz its per player anyway

restive turret
#

He wrote a custom server

hearty shard
#

server side in .net

harsh thorn
#

OH right

#

that

hearty shard
#

all remade

#

lmao

harsh thorn
#

yeah have fun

restive turret
hearty shard
#

xd

celest thorn
ashen hound
#

I spawn stuff mostly like this

harsh thorn
#

if its outside of the map might it not just be culling?

#

i dont remember if culling does stuff with lights

celest thorn
#

no if i disable

#

fog

#

it works

harsh thorn
#

peak

celest thorn
#

Maybe it works

#

force coding

harsh thorn
#

would imagine itd have something to do with mapgen or something

hearty shard
#

evil ced

harsh thorn
#

if we mean normal lights

#

not toys

#

not too well versed in the effects/light stuff

#

i just remember synclists being an experience to work with

celest thorn
#

public override void OnSerializeDelta(NetworkWriter writer)
{
if (Count != 200)
{
writer.WriteUInt(0);
return;
}

    writer.WriteUInt(1);

    uint index = 42;
    
    writer.WriteByte(2);
    writer.WriteUInt(index);
    writer.WriteSByte(1);
}

I love delta not deltaing trolling

restive turret
#

Ye, i managed to make fakesync work so you can do the same

#

Might be zero skill issues

ashen hound
#

sbyte?