RC2 is the final planned release candidate before the next full release. The next release will focus mainly on bug fixes, stability, compatibility and polish. No major new features are planned before that full release. Please use this RC to report remaining bugs and regressions.
RC2 brings the shared launcher to Windows, integrates experimental native networking and Apple Silicon Mac support, and includes the build, input, hosting, audio and rendering fixes merged since RC1.
Download RE-Outbreak-v1.0.20-rc2-Windows-x64.zip, extract the complete folder, and open Outbreak.Launcher.exe. The Windows launcher includes its .NET 10 runtime; players do not need to install .NET or Visual Studio. Choose your own supported disc, click Build game, then Play. The first build can download the verified portable compiler.
Supported discs: File #1 NTSC-U v2.00 (SLUS-20765) and File #2 NTSC-U v1.05 (SLUS-20984). Keep both build-input ZIPs and the native helpers beside the launcher. The Windows ZIP retains the previous RC layout: launcher at the archive root, examples and documentation, source-only hosting files, and separate build-input ZIPs for both games. Keep about 10 GB free for setup.
Upgrading from RC0, RC1 or v1.0.19
Upgrade manually for this release. The updater already installed in RC0/RC1 cannot correctly discover later RC tags, and v1.0.19 does not recognize the current package layout.
- Close the game and launcher.
- Extract the complete RC2 Windows ZIP into your existing installation and replace application files.
- Preserve
data,storage.json, and any separately selected storage folder, including its settings and memory cards. Do not delete your saves or imported game data. - Open the new launcher and rebuild the game when requested. RC2 supplies changed native build inputs.
The new updater understands RC-to-RC and RC-to-stable updates and preserves the selected storage location. Those fixes cannot repair the updater code already installed in an older release. Fresh extracts use their own data folder unless storage.json selects another location.
Changes since RC1
- Shared launcher: Windows now uses the Avalonia/.NET 10 frontend shared with macOS and Linux. The old WPF frontend is retired. Fix overlapping graphics-preview renders that could crash the launcher, improve preview scheduling, and retain the single-file Windows application layout. #44, #45, #46.
- Experimental native networking: add room-negotiated enhanced transport, smoother remote motion, faster reliable batching and bounded checks/refresh for supported existing world state. Unsupported servers or mixed rooms retain legacy behavior. This does not provide complete scenario synchronization or missing-actor reconstruction. See native networking and validation.
- Input and builds: restore keyboard tank controls, expose right-stick/voice-command bindings, handle conflicting remaps, fix File #1 supplemental generation under long Windows paths, and find a compatible user .NET SDK when an older system SDK is first on PATH. Players using the Windows download do not need an SDK. #44, #49.
- Hosting and online unlocks: check local server readiness without requiring NAT loopback to the advertised public/VPN address; keep hosting retry available and correct misleading startup status. Progression unlocks now update the online scenario menus in both games. #47, #48.
- Audio and rendering: retire cancelled audio sequences and interrupted streams while preserving short natural speech endings. Add validated VU paths for ice/smoke effects and update File #2 whole-program selection, including its inventory program. These are targeted fixes and optimizations, not a promise of equal performance in every room. #44, #53.
- Mod message timing: File #1 and File #2 JSON mods can extend timed examine/script messages with
examineMessages.durationMultiplierfrom 1 to 10. Edition-specific examples are included. Default timing stays unchanged; timing mods are solo-only. #50. - Apple Silicon Mac source builds: native builds for both games, a shared launcher, game activation/input-focus fixes, native fullscreen, and GPU 2x fallback when Apple hardware cannot support 4x. Hide the developer panel during normal play and fix dependency receipts so building File #2 after File #1, and later rebuilds, remain valid. The tester confirmed both games run from the locally packaged app. This release follows the older RC asset set and provides a Windows player ZIP; Mac build instructions are in MACOS.md. #53, #56.
- Updater and release checks: compare complete release tags, validate the selected downloaded release, preserve storage through restart, and publish the updater readiness receipt atomically. Windows packaging includes the runtime by default. #54.
Validation and remaining limits
- Both exact sealed RC2 Windows kits passed fresh native game compilation. Cached rebuilds reused all 2,347 File #1 and 2,463 File #2 compilation units; launcher cache import/reuse verified both builds without invoking the compiler.
- Native opening-room checks passed for File #1 Outbreak and Below Freezing Point, plus File #2 training room 1: input-correlated movement, no fatal/missing-function errors, and normal shutdown using copied saves. These are bounded opening-room checks, not full scenario completion.
- 2,002 Windows launcher/service assertions passed. Controlled checks also passed for native audio transitions, mod message timing, native networking and real TCP/UDP transport. Local server integration verified all four workers, registration, repeated login and wrong-password rejection.
- The exact assembled Windows ZIP passed its file/kit/server-source hash audit and startup checks from a path containing spaces and accented characters, with a system-only PATH and nonexistent DOTNET_ROOT. Its bundled runtime passed 62 packaged-launcher checks across 12 pages. FFmpeg media decoding was not exercised in that headless run.
- The tester reports Apple Silicon builds and Metal present checks for both games, cached rebuild reuse, both games running from the packaged app, 1,488 core checks and 69 headless checks across 12 pages. These are native Mac tester results, separate from Windows checks.
- Source, server, Windows, Linux and visual-parity CI passed for the release commit. The hosted macOS CI job is waiting for a GitHub runner; it has not completed. Native Mac testing above has passed.
File #2, the Randomizer and enhanced networking remain experimental. Full scenarios, every seed/enemy family, all inventory paths, long sessions, complete save/resume behavior and broad Internet multiplayer combat are not established by these tests. Cold Windows builds used an already verified compiler cache and verified owned imports; a fresh compiler download, full empty-data import and the complete graphical setup flow were not repeated for RC2. The Windows application is unsigned.
The dependency-source ZIP is for developers and redistributors. Players need the Windows ZIP and their own supported disc. No game executable, disc data, generated game code or PS2 BIOS is included. SHA-256 files are supplied beside both downloads. GitHub's automatic source archives contain the project source for the release tag.