aeroluna / heck Goto Github PK
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License: MIT License
modhcart
License: MIT License
I've been experimenting with using Chroma to "de-brand" some of the environments that came with artist-specific DLC packs, so that I could use them in custom maps.
Using _environment
to disable the branding elements works great. Then I saw in the docs that we could use _duplicate
and _lightID
:
If you are duplicating a light with id or something that contains a light with id, it will attempt to assign it to this light id.
I mistakenly thought that would allow me to duplicate some other elements and assign them to the lighting track used by the central logo, since I've removed that; it would give me a way of still using that "channel", and means if someone plays the map without Chroma it'll still work basically the same.
So I tried this:
"_environment": [{
"_id": "LeftLaser",
"_lookupMethod": "Contains",
"_duplicate": 1,
"_position": [3, 3, 3],
"_lightID": 0
}
But the new element is responding to the left laser track, not the main logo track. I saw in the logs:
[DEBUG @ 13:57:29 | Chroma] ID ["LeftLaser"] using method [Contains] found:
[DEBUG @ 13:57:29 | Chroma] SkrillexEnvironment.[0]Environment.[21]LeftLaser
[DEBUG @ 13:57:29 | Chroma] SkrillexEnvironment.[0]Environment.[21]LeftLaser.[0]BakedBloom
[DEBUG @ 13:57:29 | Chroma] SkrillexEnvironment.[0]Environment.[21]LeftLaser.[1]BoxLight
[DEBUG @ 13:57:29 | Chroma] Duplicating [SkrillexEnvironment.[0]Environment.[21]LeftLaser]:
[DEBUG @ 13:57:29 | Chroma] Registered key [0] to type [2].
Which made it clear that I can pick the individual light id, but it still inherits the track (type) from the original element, so not what I was after. Even if I use Chroma events to manually target that id, it's still part of type 2, so all the regular left laser events will also have to use Chroma events to manually target all light ids in type 2 except for my new ones.
I had a bit of a look at the code (though I'm not the most familiar with C# or Unity code), and it looks like it's possible for the type to be set from code. Would it be possible/reasonable to add a _type
field to _environment
, that overrides the type of duplicated lights as well?
Describe the bug
It is a bug with the saber where if I play a song in NoodleExtentions an extra line will just appear floating next to my saber
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I expected to start a NoodleExtention map and my sabers to look normal
Additional context
Add any other context about the problem here. PLEASE ATTACH YOUR LOG FILE (Beat Saber\Logs_latest.log) OR YOUR ISSUE MAY NOT BE LOOKED AT.
_latest.log
^the log file
^picture of the problem i'm having
Just made an account so I don't know if I made this report right.
Sorry if I did something wrong :)
V3 lights are comparable to Chroma in their effect intensity and color gradients, however, there's a catch - almost everyone is running their own color scheme with boost colors not set. Therefore, almost all the V3 lightshows go to hell thanks to the user not even being aware that boost colors exist - etc.
Would be nice to have the ability to change the custom song colors toggle status via the Settings Setter :D
Describe the bug
If a normal placed note is beside precision placed notes it has a different jump animation than it should have. I have only tested with pauls, not sure if the same applies with other note precision placement.
To Reproduce
Steps to reproduce the behavior:
Place any normal note beside precision placed notes and the behavior should happen.
Expected behavior
Notes to jump in in their own lane as usual.
Additional context
https://user-images.githubusercontent.com/86927709/170894029-a3ed1a8c-1d4b-4ce7-bde5-bab56392a86f.mp4
Bug
In any map that has Noodle Extensions as a Requirement it doesn't apply the RT to notes. It applies to Walls, but not notes. Poodle maps or normal maps without note mods and without custom fixed Jump Distance become barely playable.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Both walls and notes should be affected by RT changer.
Additional context
https://clips.twitch.tv/TangibleObedientPineappleStoneLightning-_NruOziJW7pMJSQo
Describe the bug
Hello, I've been waiting for updates of NoodleExtensions and Chroma for BS 1.21 , today I happily saw they are available, so I installed them and tried out a bunch of songs.
At first everything semmed to work good, but later when I re-played a couple songs I liked, I noticed that on certain levels, the notes and any other items just stopped spawning after a while, only the music and light effects were going on.
Another thing I noticed that on many levels, the structures build of walls are all out of the place, non recognizable, seems the elements are not displaying in the correct orientation. On other cases, big walls are covering the whole middle of the play area for really long periods, where the notes are coming. Not sure what these maps should look like when normal, but certainly doesn't seem right as is.
To Reproduce
Here are 2 levels which worked good at first, then items stopped spawning later, mid-song.
https://beatsaver.com/maps/228ba
https://beatsaver.com/maps/1f6ea
Expected behavior
Notes and walls should spawn correctly throughout the whole map.
Additional context
please see log here (updated): https://drive.google.com/file/d/1NHOkMwkp5_R85dvN8aLvBlBz-ab3gSy_/view?usp=sharing
Chroma should spawn objects in the environment that mappers can use for Blender environments such as the ones seen in Fragments, Somewhere Out There and Nothing Else + some other maps.
This would prevent modcharts that use these blender scripts from being limited to BTS Environment and the Gaga Environment.
The meshes that could be useful:
Describe the bug
Whenever I try to go into any map that requires either Noodle Extensions and/or Chroma, the game just goes to a black screen, and nothing else happens
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I expected to be able to launch the maps that require these specific mods.
Additional context
I have reinstalled Heck, Noodle Extensions, Chroma, BSIPA, SiraUtil etc. multiple times, both with ModAssistant and manually, all to no avail.
https://drive.google.com/file/d/1nU_6FmsSaUP-3_tSDvD_9Qc9a6ACmIGv/view?usp=sharing Link to my BS log, as GitHub wouldn't let me upload the direct file
Describe the bug
#29 seemed to be resolved with the modification of Mapping extensions 1.7.2.
But some Maps that use both Noodle extensions and Mapping extensions still seem to have problems.
To Reproduce
for example :
https://beatsaver.com/maps/e4a3
https://beatsaver.com/maps/23a70
Planes border doesn't connect very well and some text parts don't appear on recent versions
To Reproduce
Play Beat Saber 1.21 or above
Download this level: https://beatsaver.com/maps/1a839
and just play
Expected behavior
It should look like this:
Additional context
Heck 1.4.2
NoodleExtensions 1.5.2
Chroma 2.6.2
Logs:
_latest.log
Any plans to port on 1.19.0?
Describe the bug
RGB Lights for Map effects doesn't work on specific maps
To Reproduce
To see Intended behaviour
To see broken behaviour:
Describe the bug
Chroma seems to break and not read Chroma events in a Beatmap V3 chart
To Reproduce
Play any chart that uses both Beatmap V3 and Chroma (the specific chart that I've been troubleshooting with is this one: https://beatsaver.com/maps/2581d)
Expected behavior
Chroma events are not properly represented in game; Lightshow plays like Chroma is not installed
Additional context
I have checked with a few other sources, and they are having the same issue as I am on the same chart. I also double checked the chart in Chromapper and the lights work as intended there. Adding on, this worked perfectly fine before update 1.22.1. I attempted downgrading to 1.22 but the issue persisted.
Log: _latest.log
Describe the bug
When using version 1.5.2 on a MAP with NoodleExtensions, the jump landing points are shifted sideways in areas where the placement of the notes is reversed left to right.
To Reproduce
Check out the video below for a comparison of the MAPs played.
https://beatsaver.com/maps/28608
Game version 1.24.0
CustomJSONData: 2.4.1
Heck: 1.4.3
LookupID: 1.0.1
Chroma: 2.6.2
NoodleExtensions: 1.5.2
Game version 1.24.0
CustomJSONData: 2.4.1
Heck: 1.4.1
LookupID: 1.0.1
Chroma: 2.6.1
NoodleExtensions: 1.5.1
Being left-handed, I'm always disappointed when a VR game doesn't consider left-handed players and enforces the use of the right hand as the primary hand. I'm happy that Beat Saber is not one of those games, with their left-handed mode to flip everything horizontally and swap the block colors. However, this also includes walls, which includes decorative walls, causing text to be flipped and providing a not-as-pleasant experience.
I would love to see a feature included where notes, walls and bombs can be told to remain on their respective side, something like _stayOnLeftHanded
, so that decorative walls and notes that follow a direction indicated in the song (FitBeat is a great example of such a song) will not flip to the other side if the player is left-handed!
Notice: I'm not a mapper or modder, just a player who also writes code.
Describe the bug
The settings setter does not switch the user's environment effects player settings. The corresponding 2 sets of errors show up in log (Environment and E+ Environment Effects) respectively.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The player's settings should be switched according to the settings setter
Additional context
The full log is attached: _latest.log
The exerpt from the log that concerns this issue, in particular, is here:
[ERROR @ 05:05:10 | Chroma] Could not parse custom data for event [BasicBeatmapEventData] at [0].
[ERROR @ 05:05:10 | Chroma] System.InvalidCastException: Specified cast is not valid.
[ERROR @ 05:05:10 | Chroma] at Chroma.CustomDataManager.DeserializeEvents (System.Collections.Generic.IReadOnlyList`1[T] allBeatmapEventDatas, Zenject.DiContainer container) [0x00048] in <e6dee5cd316c4e96b75b100927491bba>:0
[ERROR @ 05:05:10 | Chroma] Could not parse custom data for event [BasicBeatmapEventData] at [0].
[ERROR @ 05:05:10 | Chroma] System.InvalidCastException: Specified cast is not valid.
[ERROR @ 05:05:10 | Chroma] at Chroma.CustomDataManager.DeserializeEvents (System.Collections.Generic.IReadOnlyList`1[T] allBeatmapEventDatas, Zenject.DiContainer container) [0x00048] in <e6dee5cd316c4e96b75b100927491bba>:0
Bug
When creating Noodle Extensions effects in 360 Degree maps, if the map rotates any number of degrees using 360 events the definition of 0 (in regards to rotation) changes to match the rotation of the map.
To Reproduce
Expected Behavior
Walls should have the same rotation regardless of 360 rotation events.
Describe the bug
While Chroma is installed, the moon does appear. The lighting from the moon still illuminates the water however the actual moon does not appear. This affects maps that don't use Chroma.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The moon should appear when the respective events are used.
Additional Context
This map demonstrates this behaviour at beat 19.
A video of how lighting is affected with and without Chroma.
This is the log _latest.log generated from the above video though I'm not sure this helps.
It looks like quite a lot of the Chroma documentation isn't included here, even though Chroma now points here. If these are the official docs it would be helpful to have all of them
If its possible having an optional force magnetize boolean value for arcs would be cool, would allow for some interesting things where the start of an arc isnt connected to a note but still follows the saber
_latest.log Print Path log
message.txt Loading song Log
Went through alot of trouble shooting on the BSMG discord and couldn't find a fix.
I was having issues with the Somewhere Out There Mod chart and we found that Chrome wasn't getting the ID's
Multiple reinstalls, manual install, Mod assistant install, and clean game installs.
I am running :
Windows 11
i9-9900K
RX6800
Not sure what other info would be relevant / helpful to you so let me know thanks!
Describe the bug
Over the last few months, I have noticed some mod maps to be unplayable at times. I have spent hours trying to sort out software/hardware issue and have come up short on answers.
I've been able to reproduce this thru multiple versions of Heck/Noodle/Chroma and Beat Saber. I have tried to isolate what mods/settings have an effect on performance by adding one mod at a time and changing one settings at a time. I've done testing with and without OBS running, streaming or recording as well as closing as many background tasks as possible.
Either the maps play perfectly, or they are a slideshow. I can play the maps without issues one session and have them be completely unplayable in another. Maps with lots of wall spam and other effects seem to work fine; it almost feels like a very specific effect used in some of the problem maps I have encountered is grumpy about some mod or some setting and tanks the FPS.
Feedback from viewers and reviewing stream footage, the game output window is super smooth, but the performance in headset is completely off. During the songs that play the worst, when the issue is happening, the SteamVR performance chart goes completely yellow and peaks/valleys erratically.
To Reproduce
Play certain noodle maps that are heavier on effect usage, examples: ill by roughsketch (1ba93), illuminate by duumu (177e8), shelter by Porter Robinson (1ad55)
Expected behavior
Consistent performance between sessions.
Additional context
I am happy to provide any logs, footage or perform any kinds testing/profiling to help isolate/diagnose this issue but I am currently at a loss on what to try next.
System specs:
i7 8700k @4.8ghz
32gb DDR 3000
MSI RTX 3070ti
Valve Index
It'd be helpful if a module that gets marked as required had some kind of information that might explain what it is, or why it's been marked as required, without having to head to one of the Beat Saber Discords. :)
Describe the bug
When I install the _Heck library in Mod Assistant the game starts fine, but as soon as I press the play button, the game fades out and stays black
To Reproduce
Expected behavior
I expected the round to start
Additional context
Playing a map that requires NoodleExtensions with left-handed mode on causes notes to generate to the far left and then lurch into the normal track when they are closer.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The map to be normal, not have notes appearing on the far left.
Describe the bug
Chroma is seemingly impossible to use on 1.21.0, despite release v2.5.10 mentioning compatibility for this version. Using Heck v.1.3.8, which I couldn't find here on GitHub and could only find in Mod Assistant / BeatMods the game crashes (freezes on a black screen) when going into a map. Using Heck v1.3.4 or Heck v1.3.5 causes the "Play" button within the game to do nothing. This issue is regarding the behavior using Heck v1.3.8, since that seems to be the latest version. This black screen behavior happens with both Chroma v2.5.10 and v2.5.11.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The map to play.
Actual behavior
The game freezes on a black screen.
Additional context
Here's what appears to be the issue in the logs, but I'm new to this scene so I've also attached the full log. Also, I'm sorry if I've missed another issue talking about this. I've spent a while trying to debug so I don't think it's me. I went so far as reinstalling Beat Saber and re-doing everything from a clean install, but the behavior remains the same. Sorry if this is a duplicate!
[CRITICAL @ 17:40:15 | UnityEngine] BadImageFormatException: Could not resolve field token 0x04000032, due to: Could not load type of field 'Chroma.ChromaController:<Deserializer>k__BackingField' (46) due to: Could not resolve type with token 01000014 (from typeref, class/assembly Heck.CustomDataDeserializer, Heck, Version=1.3.5.0, Culture=neutral, PublicKeyToken=null) assembly:Heck, Version=1.3.5.0, Culture=neutral, PublicKeyToken=null type:Heck.CustomDataDeserializer member:(null) signature:<none> assembly:C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\Plugins\Chroma.dll type:ChromaController member:(null) signature:<none>
[CRITICAL @ 17:40:15 | UnityEngine] Chroma.Installers.ChromaPlayerInstaller.InstallBindings () (at <e6dee5cd316c4e96b75b100927491bba>:0)
[CRITICAL @ 17:40:15 | UnityEngine] (wrapper dynamic-method) Zenject.Context.DMD<Zenject.Context::InstallInstallers>(Zenject.Context,System.Collections.Generic.List`1<Zenject.InstallerBase>,System.Collections.Generic.List`1<System.Type>,System.Collections.Generic.List`1<Zenject.ScriptableObjectInstaller>,System.Collections.Generic.List`1<Zenject.MonoInstaller>,System.Collections.Generic.List`1<Zenject.MonoInstaller>)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.Context.InstallInstallers () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.SceneDecoratorContext.InstallDecoratorInstallers () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] (wrapper dynamic-method) Zenject.SceneContext.DMD<Zenject.SceneContext::InstallBindings>(Zenject.SceneContext,System.Collections.Generic.List`1<UnityEngine.MonoBehaviour>)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.SceneContext.Install () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.SceneContext.RunInternal () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.RunnableContext.Run () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.RunnableContext.Initialize () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] Zenject.SceneContext.Awake () (at <4511be25ebb446db9e552779fab16522>:0)
[CRITICAL @ 17:40:15 | UnityEngine] UnityEngine.GameObject:SetActive(Boolean)
[CRITICAL @ 17:40:15 | UnityEngine] GameScenesManager:ActivatePresentedSceneRootObjects(List`1)
[CRITICAL @ 17:40:15 | UnityEngine] <ScenesTransitionCoroutine>d__38:MoveNext()
[CRITICAL @ 17:40:15 | UnityEngine] UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] VRRenderingParamsSetup.OnEnable () (at <2ba422b384014df2849e37b2c9045888>:0)
[CRITICAL @ 17:40:15 | UnityEngine] UnityEngine.GameObject:SetActive(Boolean)
[CRITICAL @ 17:40:15 | UnityEngine] GameScenesManager:ActivatePresentedSceneRootObjects(List`1)
[CRITICAL @ 17:40:15 | UnityEngine] <ScenesTransitionCoroutine>d__38:MoveNext()
[CRITICAL @ 17:40:15 | UnityEngine] UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] FadeInOnSceneTransitionFinished.OnEnable () (at <2ba422b384014df2849e37b2c9045888>:0)
[CRITICAL @ 17:40:15 | UnityEngine] UnityEngine.GameObject:SetActive(Boolean)
[CRITICAL @ 17:40:15 | UnityEngine] GameScenesManager:ActivatePresentedSceneRootObjects(List`1)
[CRITICAL @ 17:40:15 | UnityEngine] <ScenesTransitionCoroutine>d__38:MoveNext()
[CRITICAL @ 17:40:15 | UnityEngine] UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] MoveAndRotateWithMainCamera.LateUpdate () (at <5efa267adbd744cfab93ae97ee85d4c7>:0)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] (wrapper dynamic-method) SaberBurnMarkArea.DMD<SaberBurnMarkArea::LateUpdate>(SaberBurnMarkArea)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] (wrapper dynamic-method) SaberBurnMarkSparkles.DMD<SaberBurnMarkSparkles::LateUpdate>(SaberBurnMarkSparkles)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] GameEnergyCounter.Start () (at <5efa267adbd744cfab93ae97ee85d4c7>:0)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] GameEnergyCounter.LateUpdate () (at <5efa267adbd744cfab93ae97ee85d4c7>:0)
[CRITICAL @ 17:40:15 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object
[CRITICAL @ 17:40:15 | UnityEngine] RotateBySpawnRotation.Start () (at <5efa267adbd744cfab93ae97ee85d4c7>:0)```
ive downloaded noodle extensions off mod assistant im not sure why but everytime i download it im not able to play the custom songs i have but the basic ones work ive also uninstalled and the custom songs continue to work is there mods that are conflicting with it ?
Whilest playing a noodle map on 1.21 walls are not properly placed/scaled. At first while playing walls act just fine, but after a while walls just do whatever they want. (proper example in video's)
To Reproduce
Play a few maps (idk if they have to be noodle)
Play a map that requires noodle (preferably one with a lot of walls)
You'll see that all/most walls aren't scaled and placed right
Expected behavior
The walls are supposed to be other sizes and in other places. (See Signager & Ill by Sands for what they are supposed to look like)
Additional context
Log:
_latest.log
Video's:
Signager
Ill by Sands
(My pc is just barely able to run Beat Saber and I got a lot of lag in the headset, so ignore my gameplay XD)
Describe the bug
To preface; I know I kinda fricked up here, but also at one point this map did work and in theory it should work.
If you have two events happening on the same beat, it seems like it won't read the one that is lowest in the JSON file.
For example I have two Animate Track events on _time: 0 in a map, one of course is higher up in the file than the other.
For whatever reason this second event is completely ignored/doesn't overwrite the first event that is higher up in the file.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Events should imho be read from top to bottom, I have no clue what order they're read in currently?
Here's a map that changes the first event to the 1337 position and works perfectly.
https://drive.google.com/file/d/1X2vAt5Y69q47bkBk1CnzGu5QBImX9Sd7/view?usp=sharing
Additional context
The events in question are two "Animate Track" events on _time: 0 for the track "RingsParent"
The first event is on line 1718, and the second event is on line 12331 of the Expert Plus difficulty
https://www.twitch.tv/videos/1564786732
When a map has Heck Integration that uses counters+ / graphic settings it will enable those settings first and not start the map. After that your settings will stay active for other maps that don't use heck integration. Video explains and shows the issues.
Hi, (forgot to add label and didnt stick to format, my bad)
I noticed a bug with basically any Noodle map where you can see the blocks and walls before they load in correctly, its very tiny but its noticeable in game and drives my ocd up the wall.
If you play any noodle map, youll see it straight away
(Click on image for proper scaling)
Describe the bug
When I type "_flip" and then the rest of the stuff to make it do the thing, it doesn't do the thing.
(it does the thing in 1.19.0, but not on latest)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The thing.
Additional context
This map has _flip on literally every note for easy testing :)
https://beatsaver.com/maps/b830
Describe the bug
When a map has fake notes, final rank is low - eg, during gameplay could be SS, but once finished, E is displayed.
Does not appear to have an affect on the score total.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Final rank should match gameplay rank
Additional context
still occurs if fake note is set interactable: true
tested ok on 1.19
First image, test map on 1.19, second on 1.21
scoreTest.zip
scoreTest_latest.log
Describe the bug
Install bunch of mods on Beat Saber 1.24.0. Open game, click Play on song, nothing happens. Keep spamming play, nothing happens. Same for custom songs.
Bug
Any map using noodle extensions will have the old HJD applied making maps bpm locked on newer versions.
To Reproduce
Set map to low bpm (usually between 128 can't go down to 10 jd) and try going below 10 jd or close numbers to 10 jd. Will abide by old rules of HJD.
Expected behavior
Not be bpm locked with the old HJD.
Describe the bug
I know multiplayer is not officially supported/not a focus of development but just so people know, I want to report that since noodle version 1.4.6 play movement is broken in multiplayer on noodle extension maps
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The player moves like in singplayer
Additional context
This has happened to everyone I talked to in multiplayer so idk if log is necessary but here is the error that I believe is related to this issue
[CRITICAL @ 18:15:08 | UnityEngine] InvalidOperationException: Could not find PauseController.
[CRITICAL @ 18:15:08 | UnityEngine] NoodleExtensions.Animation.PlayerTrack.AssignTrack (Heck.Animation.Track track) (at :0)
[CRITICAL @ 18:15:08 | UnityEngine] NoodleExtensions.Animation.Events.AssignPlayerToTrack.Callback (CustomJSONData.CustomBeatmap.CustomEventData customEventData) (at :0)
[CRITICAL @ 18:15:08 | UnityEngine] CustomJSONData.CustomEventCallbackController.LateUpdate () (at <7bcec1873f4e494bbe4fc2e3ab58326d>:0)
[CRITICAL @ 18:15:08 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object.
[CRITICAL @ 18:15:08 | UnityEngine] (wrapper dynamic-method) IPA.Utilities.FieldAccessor`2[PauseController,System.Boolean].<>_accessor___paused(PauseController&)
[CRITICAL @ 18:15:08 | UnityEngine] NoodleExtensions.Animation.PlayerTrack.Update () (at :0)
[CRITICAL @ 18:15:08 | UnityEngine] NullReferenceException: Object reference not set to an instance of an object.
Full log: https://paste.c-net.org/TequilaScrolls
Greetings! I'm unsure what the best method of contact is, but I do not see any of these mods in ModAssistant, despite reading this is the preferred method of installing them. Am I missing something?
I'm having an issue where if heck.dll is loaded to get chroma working standard non chroma/noodle maps aren't loading their stages and are unplayable but work fine if heck.dll is removed.
This Bug has already been reported, but I wanted to give more detailed info on my interaction with it.
Describe the bug
When loading any song that uses Chroma/NoodleExtensions, instead of actually loading into the song, the game gets stuck loading, leaving you in a black void. I have uninstalled and reinstalled the game and my mods multiple times, I have checked the integrity of the game files with steam over 10 times now, and I have tried about every possible combination of mods possible, including the releases of the mods from yesterday, and the pre-releases from today.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A song that loads
Additional context
The Video has more mods loaded than when the log file was loaded, so;
Mods Loaded When The Provided Log File Was Generated: BSIPA, SongCore, NoodleExtensions, Heck, CustomJSONData, LookupID, SiraUtil, Ini Parser, BeatSabermarkupLanguage, BS Utils, Chroma
LOG FILE:
_latest.log
Describe the bug
The game freezes and goes to a black screen while loading any chroma map
To Reproduce
Play Chroma based map on 1.24
Expected behavior
The map should run
LOG FILE
_latest.log
Describe the bug
When I use Mod Assistant to install Noodle Extensions on Beatsaber 1.22.1 the game launches and then when you click on "play" to start a map nothing happens
To Reproduce
Steps to reproduce the behavior:
Additional context
I found this issue with a fresh beatsaber install and Noodle Extensions was the only mod (asside from the ones Mod Assistant installs by default) that I installed to produce this issue
Mod assistant installs version 1.5.4 and I have not yet tested other versions of Noodle Extensions
Some environment enhancements are blinding when static lights is enabled. Disabling environment enhancements when lights are disabled would make it less annoying not having to also turn off environment enhancements. Odds are the player would also want to disable environment enhancements if they turn on static lights.
Describe the bug
Billie environment not displaying correctly. Here's an example.
What the song did look like: https://www.youtube.com/watch?v=J10B_jyAqzY
Here's the song to see how it looks now: https://beatsaver.com/maps/2148c
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Visuals as displayed in the example video.
Additional context
Yeah, it looks like the channels (or whatever they're called) are off so that the Billie environment no longer displays correctly.
Would be quite good if we were able to keep the User Shared Environment turned on while deactivating the Custom Environment set by a mapper.
Example:
If you have a User Shared Environment and the Map has a Custom Environment in itself, your User Shared Environment will not be used and instead will always use the Custom Environment from the Map. If you want to just use your User Shared Environment it's not possible.
Video of what currently happens:
https://streamable.com/z3di8w
*if the map has custom environment in itself, your Custom Environment wont be shown and you'd need to disable custom environments all together and wont be able to use the user shared environment.
If a button to always use User Shared Environments were to be implemented then a player wouldn't need to disable the custom environments all together to not be using the Custom Environment on the Maps.
Describe the bug
There is a misalignment between the saber and saber trail, only appearing with noodle maps.
Possible cause SaberTrailRenderer(Clone) - I'm not finding this item in rue on non-noodle maps.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
saber and trail should align
Additional context
saber trail log.txt
saber trail _latest.log
For some reason, I can't figure out how to use these mods. I am using the latest version of beat saber, 1.24.0, yet whenever I try to open a song with, I believe to be chroma installed, it crashes my game. even after getting rid of chroma, my noodle extensions do not work either.
It might be me not knowing how to download them correctly, so that also may be the problem.
Describe the bug
In maps with precision placed dots those have been changed to down notes. Two instances that I have noticed were https://beatsaver.com/maps/1e4c8 and https://beatsaver.com/maps/22300.
To Reproduce
Check maps ingame vs beatsaver viewer or any mapping editor.
Expected behavior
Dots to be dots?
Environment don't look like what it should on certain maps
Problem appears on the map Shelter for example : https://beatsaver.com/maps/1ad55
Note: tried on Chroma 2.5.11 & 2.5.12
Describe the bug
CustomPlatforms TubeLights are not compatible with chroma no matter what map it is
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Tube Lights that are dynamic are going to disappear and will not be present in the entire map. However static tube lights are not affected by this nor static objects.
Additional context
Both of these images are shown with static lights turned on.
Top image shows whats supposed to happen
Bottom image shows the thing that happens when Chroma is installed
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