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Alright, so i just got 2 reports of people being banned while using the mod. The newest beta6 i just pushed out has some more anti-ban code i added for safety, but at this point i'm not sure about what triggers a ban. So, this is a notice to use a family share account to be safe.

Also surprise that next patch is out right now lmao.

Next patch: fixed the limitation with non-mods not being able to connect to mod hosts with mod guests connected. Non-mod users can join and the game will gracefully degrade the features no longer supported. If all non-mod users leave the features will reactivate.

clarifying: couldn't connect to MOD host with non-mod phantoms

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Beta5 release!
Fix crashes
Increase searching speed of orbs
fix bug preventing host mode from changing when summoning a guest
fix bug where mod users couldn't connect to host with non-mod phantoms

Beta4 release! Just a crash fix, but should help those who can't even start the mod without it crashing.

Btw, there are 2 currently know crashes with Beta3 (one of which might even prevent the mod from starting at all). I'm working on getting them both fixed asap!

See, this is the power of me releasing the mod. I'm pushing out releases like no tomorrow! Stress is a good motivator :)

Beta3 release! Fixes a bug with catacombs spikes, allows the orbs to be used without darkwraith, and adds a update checker/notifier

Beta2 which fixes a bunch of crashes people are having has been released! I also have a nexus mods page now: nexusmods.com/darksoulsremaste, that'll always have the newest version.

I hope the first launch goes smoothly! Looking forward for the dozens of unexpected bugs to be discovered🙃

Ok actually fixing the invasions to search infinitely upwards was a lot easier then i thought. And it shouldn't break anything because it's just modified WexDust. Awesome, ty @Inferbro you were totally right! :)

Adding back in infinite invasions upwards isn't looking too good, sadly :(
Looks like the server does filter and only return the players within your SL, so bypassing that would requires some clever tricks in addition to lying to the server about your SL.

Getting really close to a beta release for the overhaul mod! Only need to add the allow infinite invasions upwards feature (if possible), and verify anti-ban code works 100% (just waiting for FROM on that lmao).

Rollback netcode progress: Managed to remove the need for the P2P type 18 packet (which says if a player hits another player) by forcing the game to treat other players as NPCs for hit calculation purposes. This is needed b/c hits should be client side calcd for rollback.

@trinsec lmaoo, ok fair. But nah, not idle player protection, although that's a good theory. I cut the clip early, if you continue it the dude tries another backstab in a different position and it works. The game just doesn't check angles well it seems.

@trinsec It's good for xcom, but not for a directly player controlled action game that needs precise controls.

@trinsec No, the fact that you initiated a backstab on an idle person, and it didn't work. There's no reason that you should be able to do a backstab and not have it hit if the other person doesn't even move.

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