Barotrauma

Barotrauma

Trieste - WWII Assassin Given New Life (Goph Commission)
41 Comments
Aether♢Astra 18 May @ 1:37pm 
hey gophthegreat had a proposition for you if you would like to add me back and chat
Aether♢Astra 18 May @ 1:20pm 
the whole deck you scrap your head on the roof, makes it very jank looking, might need to move the floor/roof a couple pixles
RollingCube 24 Aug, 2023 @ 7:09am 
Hi GophTheGreat. I confirm problem with mini sub door.
It looks like the problem with it appears when LUA for barotrauma installed on client-side (using 'install_cl_lua' console command).
Any ideas to fix it?
GophTheGreat  [author] 23 Jul, 2023 @ 12:22pm 
@Prinz Eugen The doors on both the sub side and the shuttle side never actually lock. You should be able to open them manually no matter what.
Shade 23 Jul, 2023 @ 7:36am 
How do I actually get into the mini sub the doors seem locked
XsurbanatorX 12 Dec, 2022 @ 9:16pm 
Hey for some reason the AI like to bug out on the ladder here https://prnt.sc/-HTm3SFjeM3P
GophTheGreat  [author] 17 May, 2022 @ 7:22pm 
It's just intensive by default, unfortunately. The main cause is all of the motion sensors and water detectors.
Angelbird 17 May, 2022 @ 7:08pm 
@Guido are you running the game on a listen server directly from the Barotrauma client or are you setting this up on a dedicated server? This submarine has a lot of items, electronics, and sensors so you'll need to run it on a dedicated server to avoid instability in MP.
GuidoBoyyy 17 May, 2022 @ 6:15pm 
@gophthegreat My buddies and I have the sub installed and using but we are getting major fps issues from originally 60fps to as low as 10-20 fps even with FPS booster mods. Any idea why this may be happening?
GophTheGreat  [author] 23 Apr, 2022 @ 12:43pm 
@Emu Should be fixed now. I had to update some xml.
Emu 23 Apr, 2022 @ 4:44am 
for some reason, the sub fails to load in the new update.
a shame since its so good
K31R 19 Apr, 2022 @ 12:38am 
wow! good job on the reaction time! <3
GophTheGreat  [author] 18 Apr, 2022 @ 11:47pm 
Fixed it.
Angelbird 18 Apr, 2022 @ 11:29pm 
No, I don't believe so! I'll let Goph know that change was spotted- I should've caught it earlier, but have been too engrossed in other games lately x.x
K31R 18 Apr, 2022 @ 11:07pm 
Am i meant to be able to see a bunch of wiring in the middle ballast? and some text tags
Angelbird 11 Jan, 2022 @ 8:31pm 
I wanted a means to do prisoner transports without making sweeping modifications to the submarine's layout. Likewise brigs aren't really used often enough in my eyes to require dedicated rooms, so the compromise was this. Besides, the comfort (or safety) of onboard prisoners is hardly paramount to the crew's concerns. :)
Aether♢Astra 11 Jan, 2022 @ 8:28pm 
whats up with the influx of subs that have ballast brigs like why we need soggy brigs lol
GophTheGreat  [author] 27 Dec, 2021 @ 10:55pm 
Added a brig as per client request. See change notes.
Bengamillen 22 Dec, 2021 @ 8:18am 
Thanks very much, also it wasnt a threat! Sorry if it came across that way, I was just saying I would host it so people can use it with AI/Singleplayer, I didnt think you would be here in an hour!

On that note, I was looking over the sub and I thought the nodes seem autogenerated, im guessing thats the case, but the games AI did a whole mess of it. Theres way too many, also, which is probably a large part of the CPU usage.

I totally re-did the navigation of the whole sub by hand and just ran extensive tests. The only problem remaining is that the top docking port has a manual hatch lock for the captain. If the shuttle is detached they will try to use it forever if the hatch lock is engaged, and will not just use the other door.

Also, i dont know how to import the shuttle into the editor at the same time as the Sub, so the shuttle navpoints are unchanged.

I dont want credit or anything for any of this, but if you want the files let me know how I can send them to you or whatever

:)
GophTheGreat  [author] 22 Dec, 2021 @ 7:39am 
I was asleep, sheesh. Imagine waking up in the wee hours of the morning after having a nightmare about chedder only to find someone threatening to rehost your fancy submarine because the dumbo AI was a little dumber than usual.

:P

Waypoints adjusted as requested. Also I upped the period on the motion detectors. See the change notes.
Bengamillen 22 Dec, 2021 @ 6:10am 
So that fix hasnt worked for me. You can reproduce this bug by sending someone to turn on the reactor, going up to the gunnery compartment above the reactor, stand directly above the reactor and order that person to come follow you.

They will be unable to comply, and get stuck on that platform in reactor.
Bengamillen 22 Dec, 2021 @ 5:08am 
@Laria Darlos legend, i'll try to do the same. Hopefully the author can test and do the same trick, I can confirm the problem still occurs.

I'll give your solution a go
Laria Darlos 21 Dec, 2021 @ 11:34pm 
I had an issue with the ai getting stuck in the reactor room on the ladder if standing on the balcony, I moved the balcony ladder waypoint up closer to the door and nudged it a few extra steps with the arrow key so it didn't change states and that seemed to solve the issue. Loving the layout of the sub and wanted to report that little issue I found.
GophTheGreat  [author] 21 Dec, 2021 @ 1:23pm 
There's a couple dozen motion detectors that operate the doors and the intruder alarms. I already reduced their reporting frequency to save some frames but the sheer amount does stress the CPU a bit. I'll chop the frequency of the intruder sensors in half again to help a little more; you probably don't need an update on whether or not a crawler is on your sub every half-second anyway.
Angelbird 21 Dec, 2021 @ 12:09pm 
The only FPS drop I get from the sub seems to be from a memory leak on Barotrauma's end, and the game seems to limit how much RAM/CPU/GPU it takes to stuff laptops from a few years ago can reasonable handle, so I dunno.
Husky 21 Dec, 2021 @ 6:44am 
is it just me that get's bad fps in this sub ? sad because I love the design.. too good for my pc :steamhappy:
GophTheGreat  [author] 20 Dec, 2021 @ 9:21pm 
I adjusted the motion sensor on that hatch to cover a bit more area below the hatch. Should hopefully prevent the door from ever closing on an AI there.
GophTheGreat  [author] 20 Dec, 2021 @ 2:34pm 
@Bengamillen I'll try to fiddle with waypoints when I get a chance to work on the thing again
Bengamillen 19 Dec, 2021 @ 8:51pm 
AI get stuck on the 2nd floor or shelf or whatever you call that in the reactor room.

If the door closes on them as they climb the ladder out of reactor, they end up standing on the platform there, and cannot move.

Otherwise this is the single best sub in the game
Luckspeare 14 Dec, 2021 @ 11:16pm 
Gotcha. It does have character in that 80s action movie sense, for sure. And agreed on storage packing. Just to qualify what I said, because I think I came off a a bit dickishly overbroad on the criticism -- the only thing that I don't like so much is the rifle graphic and "shoot to kill" labeling on it, but, again, really little nitpick. The overall concept on the poster is pretty cool, and the sub overall is a great design. Thanks for the considered response!
Angelbird 13 Dec, 2021 @ 5:58pm 
While the poster is undoubtedly campy and entirely designed by Goph's hand- I take no credit- I do love how it oozes 80's sci-fi shlock like a bad Alien ripoff (in the best way) while still providing useful information to newer crewmembers. I'm perfectly happy keeping it right where it is.
GophTheGreat  [author] 13 Dec, 2021 @ 2:13pm 
@Lucksphere: The corkboard took a fair amount of custom asset work so I'm really reticent to get rid of it. I didn't want to fill that space with anything "functional" either because I believe that packing every available space with storage is a bit of a faux pas, and I thought it was kinda neat for an American-origin research sub to teach the monster weakspots visually. I could definitely replace it with something, but I think the tackiness is kind of appropriate.

Additionally as this is a commission piece I'm ultimately beholden to the wishes of my client, so they have the final say. Thank you for the feedback though :)
Luckspeare 13 Dec, 2021 @ 1:30pm 
(Oh, and I actually like the higher price, thinking of it as an upgrade sub, but I can see that that's just something some people want one way, others want another way, so people need to adjust for themselves. Really, really incredible sub, and that change is just a small edit away one way or the other, so thank you for making this!)
Luckspeare 13 Dec, 2021 @ 1:21pm 
Amazing. One nitpick: that central "shoot to kill" wallboard poster -- looks like something that you'd see on the back of a pickup truck in Idaho. It's really an eyesore. That room would make a nice mess hall/central gathering point, though, with perhaps a container to store people's duffel bags and all that. Or a storage room. Many things that would be nice in that space.
lechkingofdead 13 Dec, 2021 @ 10:40am 
ok nice.ya so now ya got it doable. costly BUT thats a challange im fine with.
GophTheGreat  [author] 13 Dec, 2021 @ 3:14am 
I also did lower the price to 7,499 so it should be selectable in single player.
GophTheGreat  [author] 13 Dec, 2021 @ 3:13am 
@Easy8ight Oh gods I'm a dummy I forgot to hook up the toggle_dock pin. Fixed
Easy8ight 13 Dec, 2021 @ 1:19am 
The ship cannot dock to a station or a shuttle, but a shuttle can dock on it.
Idk if this is a bug or something I did wrong.
GophTheGreat  [author] 12 Dec, 2021 @ 11:17pm 
If you hit F3 to open the command console, then enter "enablecheats" and "debugdraw", it'll let you pick any ship regardless of cost.

I can drop the price though.
Angelbird 12 Dec, 2021 @ 6:25pm 
Too costly. The sub's default cost is 10.7k approx.
lechkingofdead 12 Dec, 2021 @ 5:53pm 
cant ya make it just usable from the start as a sub for campign or is it to costly?