Releases: Extremelyd1/HKMP
HKMP hotfix release v0.6.3
Hotfix release of HKMP.
This hotfix release aims to solve the menu issues that were still present. Occasionally when pausing to game (more prominently with randomizer or bingo UI mods installed), the game could not be resumed with the keybinds or clicking the menu entry. This release should fix those issues or give more insight on why they are happening with debug messages.
No new features in this release.
HKMP release v0.6.2
Minor release of HKMP.
This release fixes the well-known pause menu issues. Previously, when pausing the game via the escape key (or similar controller button) would sometimes softlock the menu. Moreover, other issues occurred that prevented the proper working of the pause menu. This was related to trying to modify the timescale of the game in order to prevent pausing the game in the pause menu.
Features since previous release:
- Standalone server has a command
list
, which outputs the number of connected players and their names
Bugfixes since previous release:
- Pause menu UI should now work properly
- Connecting to a server should no longer cause crashes related to the local player's name tag
HKMP release v0.6.1
Minor release of HKMP.
This release mostly focusses on bug fixes, which are listed below. Apart from these, the most notable improvement is that freeze frames have been added back. This should allow skips relying on freeze frames to be possible again in multiplayer, and feel more natural to players accustomed to them. The game still unpauses when connecting to a multiplayer game and will remain unpaused when entering the escape menu. This is to prevent players from being invincible while in the menu.
Bugfixes since previous release:
- UI now also scales properly based on different startup resolutions
- Server no longer crashes when handling player connection/disconnection and packets simultaneously
- Input field length is no longer arbitrarily capped at ~18 characters
- Most connection issues (such as DNS not resolving) will now be handled and will not deadlock the UI
- Wall-slashes will no longer spawn a persistent slash effect on players
- Map icons will no longer show outside of map when setting a dreamgate
- Animation effects (such as Crystal Dash) will no longer persist after going into sequences where control of hero is relinquished
- Pausing on in-game UI elements should no longer glitch out the menu
HKMP pre-release v0.6.0-es.1
Pre-release of HKMP.
This pre-release marks the start of the entity system (or more commonly known as "enemy sync"). This system is still in its early stages and while it seems to be functioning for a few bosses already, it needs a lot of work still. The system works by creating handlers for each and every entity separately. These handlers hook into the main FSM (if it uses a single FSM) and either transmit important state changes and variables or lock the FSM down so it can receive controlled updates. Unfortunately, this process involves taking a deep-dive into the FSMs of each entity and writing the handler for it.
There is a setting that needs to be enabled for entities to be managed, which can be found in the server settings menu. After enabling this, the "scene host" will be sending updates of the entities and the other players in the scene will receive them. The "scene host" is determined by the first player in the scene, or if this player leaves the scene, an arbitrary other player.
Currently, the following bosses have handlers and work in the Hall of Gods:
- Gruz Mother
- False Knight
- Hornet Protector
HKMP release v0.6.0
Major release of HKMP.
This release contains the first version of a standalone server. This server can be run as a separate program on Windows, Linux and Mac. In order to run the executable on Linux and Mac, Mono should be installed. After this, the executable can be run with mono HKMPServer.exe [args]
. See the readme for more details on how the standalone server can be used.
The majority of this release is the refactor of the codebase into several projects. One of which is a shared project that is used to host code that is used by both the client and the server applications.
Besides these changes, the connect UI got a slight overhaul to make things a bit clearer. The host part of the UI does not contain a port input field anymore. The port from the join part will be used. Some dividers have been added to split the UI in clear parts.
Features since previous release:
- Standalone server
HKMP release v0.5.0
Major release of HKMP.
This release contains some networking fixes, removes the need for ModCommon, adds a ping display, some general bug fixes and the addition of skins.
The networking fixes mainly pertain to the lock keyword being used with mutable objects, which could result in desynchronization if playing with a larger number of people. This should no longer happen as all locks use dedicated immutable objects.
Skins can now be dropped in the /Mods/HKMP/Skins
directory and will be loaded on launch. Each skin gets an assigned ID and this ID can be used to select the skin in-game in the client settings menu. Skins currently only use the Knight.png
and Sprint.png
textures.
The ping display will show the current RTT (round trip time) of packets from client to server. This display can be enabled and disabled with a client setting.
The general bug fixes include the knockback that players would receive if remote player hit a shield or similar object. This also includes the cyclone slash, which would previously amplify the effect.
Features since previous release:
- ModCommon is no longer needed
- Ping display in top-left
- Player skins
HKMP release v0.4.0
Major release of HKMP.
This release contains a large overhaul of the networking system. It now primarily uses UDP for all networking, instead of a combination of UDP and TCP. Besides the changes to networking, there are also some bugfixes, mainly the cyclone slash hitbox has been corrected from being way too large.
No new features in this release.
HKMP hotfix release v0.3.1
Hotfix release of HKMP.
This hotfix release includes the following bug fixes:
Other clients hard land effects should no longer cause a local screen shake. Walking or dashing while pausing the game should no longer let the knight continue moving. Different clients from the same IP should be able to connect to a server. The descending dark spell no longer has a larger delay than it should have.
No new features in this release.
HKMP release v0.3.0
Major release of HKMP.
I've implemented a teams system that can be accessed from the new settings menu in the join section of the UI. Players on the same team will no longer take damage from each others attacks/spells and player hitboxes. The usage of teams in general can be enabled and disabled via a server setting.
The pause menu UI can now be hidden and shown with the use of a key-bind (default on right alt). This should help when other mods overlap the menu and can't be clicked in consequence.
Next to this, there are some fixes for animation effects. Cyclone slashing into spikes should no longer yield an infinite cyclone slash animation. Similarly, this holds for descending dark. The animation effect for charging nail arts should be less glitchy. Bouncing on bouncy mushrooms while charging a nail art could result in a never-ending flash on-screen. This is no longer the case.
Features since previous release:
- Ability to close the pause menu UI with a key-bind (default on right alt)
- Team system
HKMP hotfix release v0.2.3
Hotfix release of HKMP.
Apparently there were still large issues that came with the networking revamp. After a sizeable testing session these seem to have been resolved in this version. Notable bugs that were fixed include timing out after any random period of time, map positions not properly showing and infinite cyclone slash animation being active.
No new features in this release.