github Jgamrot/bloodborne_pc qml-launcher-preview-19
Bloodborne Windows Launcher 1.9.5 experimental (co-op network test, The Hunter's Dream sign-in)

pre-release2 days ago

Experimental pre-release: a test of seamless co-op on the new network code. The launcher doesn't offer it as an update; 1.8.3 stays the main release. Close the launcher, download bbport-windows.zip below and extract it over your install (saves, settings and mods are kept) or into a new folder.

⚠️ Host and guests all need 1.9.5. It can't connect to 1.9.3 or older.

Online and co-op

  • Network code from shadPS4 0.20, as in Supermedo's port (Awaken's adaptation). The network, PSN and shadNet libraries replace the shadp2p-based ones this fork's online play started on. The Hunter's Dream team asked ports to use this code.
  • Co-op hosts run a fixed co-op server. BBSC's server (Wozzardman's shadnet-p2p) ignored the new network code's connection-setup packets, so the bells couldn't bring players together. This release ships that server with one fix: it answers both packet formats. It's built from source (packaging/windows/build_coop_server.sh, GPL-2.0, source and patch in this repository). Start hosting uses it automatically and keeps your registration key, so invite codes stay valid. Co-op accounts are made again on your first Play co-op.
  • The Hunter's Dream with Discord sign-in (test). Settings → Online: choose The Hunter's Dream as the co-op pool, then press Sign in with Discord and approve the code on its website. This uses Supermedo's port of Awaken's backend, adapted from bbhost (GPL-3.0). This build reports itself as bbport-jgamrot 1.9.5. We're still checking it with The Hunter's Dream team. BB_HUNTERS_DREAM=0 hides it.
  • Seamless co-op itself is unchanged: Settings → Co-op, BBSC by CLS_AMG over Tailscale. The host rings the Hunt Bell, guests ring the Kin Bell.

Fixes from upstream (checked against this fork's code first)

  • The game no longer stops when the graphics driver refuses a pipeline ("ErrorUnknown", code 23, mostly AMD). Motion-vector pipelines are no longer preloaded from the cache, which caused most of those refusals.
  • Crash fixes in the texture cache (FindDepthTarget) and the GPU command recorder. A garbage GPU command header no longer stops the game.
  • AMD RX 6000 (RDNA2): object motion no longer loses the device, and it's off on AMD cards before RDNA3 (BB_OBJECT_MOTION=1 to test it).
  • Physics at 60, 90 and uncapped frame rates: the FPS presets now set the physics step to the right value (ragdolls, cloth, falling).
  • Video memory full: the game goes on past the driver's budget instead of stopping.
  • No title-menu flicker above 1080p, and the loading screen's item picture stays at outputs other than 1080p (parsifal295, bmy).
  • The GPU, its video memory and the driver are named at the top of every log.

Also in this version: everything from 1.9.3 (co-op bells kit, boss rematches at their lamps, experimental and off by default).

Testing co-op

Please send these after a session, working or not:

  • user\last_run.log. Useful lines: Logged in npid=…, mappedAddr=…, then Matching2 signaling established (good) or … dead.
  • The newest file in %LOCALAPPDATA%\bbport-coop\BBSC-0.0.1-BBport\bbsc\logs\.

Send them in an issue.

Full list: CHANGELOG.md.

SHA-256 (bbport-windows.zip): 3d4a67a11a14b5719676f7cc230cedc15e1d69ec6dc11388140a798a3758917c

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