github ProjectReclaimer/project-reclaimer-releases v0.10.0

48 minutes ago

The biggest release Project Reclaimer has had. It isn't a launcher any more: 0.10 is a native game on Windows, macOS and Linux, on a recompiled engine built to play every Bungie Halo. Halo: Reach, Halo: Combat Evolved and Halo 2 join Halo 3 and ODST, with new networking, far higher limits, new menus, an editing kit and a much bigger Megalo. It still plays from your own copy of Halo: The Master Chief Collection, and no download holds any game code.

Highlights

  • Five Bungie Halos in one game: Halo 3 and ODST natively, and now Halo: Reach, Halo: Combat Evolved and Halo 2, in an early form.
  • The engine is recompiled, and the game runs natively on Windows, macOS and Linux.
  • Networking is completely overhauled, with hole punching, host migration and joining a mission in progress.
  • Engine limits are far higher: 16,320 objects in the world, up from 2,048, and 9,999 on a Forge map.
  • The Reclaimer Kit: a whole editing kit for modders, as an app of its own.
  • Megalo is far bigger, with one-file modes, Conquest, a third faction and Reach's own game types.
  • Every menu is new, with friends and parties.

Before you update

  • Update players and servers together. 0.9 and 0.10 can't play together, because the network protocol is new. If you run your own master, update it first.
  • Saved films and a mission's saved checkpoint don't carry over. Finished missions do, so you can start the mission again.
  • Wine, CrossOver and Proton are no longer supported. On a Mac or Linux, install the native version from this page, not the update in the game. It finds your 0.9 player folder and brings it across.
  • Your player folder moves once, out of Documents into your system's folder for application data. A notice says where, and Settings → Folders shows it.
  • Saved maps and game modes are converted to 0.10's format. The originals are backed up first, to Backups/Before 0.10 in your player folder, as 0.9 can't read the new ones.
  • Everything else comes with you: settings, key bindings, identity and player ID, armor and emblem, game modes, playlists, server configurations, mods, saved Forge maps, finished missions and your rank.

Halo: Reach, Combat Evolved and Halo 2

Each one shows once it's installed in your MCC, beside Halo 3 and ODST, in the same menus, server browser, Forge and theater. They're early: expect missing pieces, and tell us on Discord what you find.

  • Halo: Reach: all its multiplayer maps, with Halo 3's game types and its own 418 game variants, its armor abilities, health and HUD. Its eleven missions and ten Firefight maps, solo or in co-op for up to 16, with its own saved game. Its AI fights and every mission's opening plays, but some of its missions' scripts are still missing. Its Spartan and Elite in Customize, in its own armor, and Forge with its own objects.
  • Halo: Combat Evolved: its campaign from the first mission to the last, solo or in co-op, and its multiplayer maps with its own game types, all by its own rules: no health recharge, health packs, its own vehicles, AI and HUD, in its classic look.
  • Halo 2: its multiplayer maps with its own game types, rules and HUD, in its classic look and sound. Its campaign's missions are there in an early form.
  • Each game's rules on its own maps. A game plays by the rules of the game its map comes from, and the host can choose another in Game Options.
  • Across games: characters on other games' maps, each game's objects in Forge on every other's, Megalo modes on every game's maps, and server playlists that mix every game's maps.
  • Their mods too: MCC's mods for Reach, Combat Evolved and Halo 2, campaigns and maps, play as Halo 3's do.

The engine

  • The Reclaimer Engine. Halo 3's engine is recompiled to Rust and rewritten piece by piece as readable code.
  • One shared engine for every Bungie Halo. Halo 3 and Halo 3: ODST are natively supported, and Halo: Reach, Halo: Combat Evolved and Halo 2 play on it in an early form.
  • No game code in any download. The game translates the engine from your own copy at first start, in under a minute, with no tools to install, and again only when the game itself updates.
  • MCC updates no longer stop you playing. The game goes on from its own copy of the files it needs.
  • A game of its own. No MCC running underneath: your window, menus and networking are all the game's.

Windows, macOS and Linux

  • Native on all three, with no Wine, Proton or CrossOver. Windows draws with Direct3D 11, macOS with Metal on Apple silicon, and Linux with Vulkan on x86-64 and ARM64.
  • Native dedicated servers on Linux and macOS, with no display or graphics card, and a Docker image with no Wine in it.
  • Every tool on every system. The game, the Reclaimer Kit, the customization editor, the remote console, the dedicated server and the server bot are each a download of their own, for each system, and none needs anything else from the release. The remote console opens its own window.
  • Controllers on every system: Xbox, PlayStation, Switch Pro and other game controllers on macOS, and any controller the system sees on Linux.

Networking

  • Completely overhauled. A new transport on encrypted, authenticated UDP, with sending on a thread of its own.
  • Enhanced networking is the new default. Updates follow what each player would actually see, with straight-flying vehicles, smoothed corrections and fairer driving. In our 64-player tests a player's download fell by half or more. Classic networking stays as a host setting.
  • Host-authoritative co-op, experimental. Campaign and Firefight play in lockstep by default, as Halo 3 does. A host can turn on Host-authoritative co-op in Host Settings, so guests' own moves no longer wait for a round trip.
  • Join a mission in progress. A player can join campaign or Firefight mid-mission while everyone else keeps playing, with no trip back to a checkpoint. Someone who arrives during a cinematic comes in when it ends, and a host can turn joining off in Host Settings.
  • Host migration. When the listen host of a multiplayer or host-authoritative co-op game leaves, another player takes over.
  • Hole punching. The masters answer STUN and introduce players to each other, any master can do it, and a host registers with up to four.

Engine limits

  • 16,320 objects in the world, up from Halo 3's 2,048, and 16,384 over the network, up from 1,024.
  • Four times the effects and 1,024 lights, with draw lists to match: 12,288 objects and 14,336 models in a view.
  • ODST's larger tables for every game: 512 squads, 125 objectives, 64 sound classes and 65,534 tags in a map.
  • Every other limit you know stays: 128 players, 64 teams in scripted modes, and 16 in co-op.

Reclaimer Kit

  • A whole editing kit for modders, as an app of its own that needs only MCC. It does what Tool, Guerilla and Sapien do for Halo 3, as one program laid out like Blender.
  • A level editor over the running map: place, move and restyle anything with full undo, and press F5 to play it.
  • Tags, assets and scripts: edit every tag in a map live, swap textures and sounds, export models and animations, and compile HaloScript, with a live console, cheats and debug drawing.
  • Your own Editing Kit tags: point the Kit at your tags folder for named fields, Import Tags and Editing Kit scenarios.
  • Maps shared as recipes. Joiners download a few KB, and their game makes the same map from their own files.
  • Every game's maps: the Kit opens Reach's, Combat Evolved's and Halo 2's maps as it opens Halo 3's.
  • Checked on all 27 multiplayer maps, from opening a map to hosting it and joining. Campaign editing is partial.
  • It updates itself, as the game does.

Forge

  • 9,999 objects, in one simple count. The old 640 limit and the separate frozen objects are gone, and still objects are made cheap automatically.
  • Loose objects stay. A map keeps its objects with Normal physics, and piles too big to work out go to sleep whole instead of losing blocks.
  • A new Forge menu with find, category and source, and a FORGE row on the main menu.
  • The asset library: objects from every game and mod, built in seconds, with no game data for joiners to download.
  • One Forge on every game's maps. Each map has its own game's objects, and a host can add the other games' objects to any map.
  • ODST in Forge: its 17 objects on Halo 3's maps, and canvases from its campaign.
  • A Save Map page with a description, save over or save as new, and what joiners will need.
  • No map leaves you with nowhere to spawn. Save Map warns when a map has no respawn points, and a game puts some back if a player would have nowhere to spawn.
  • Narrows, High Ground and Orbital get the extra respawn points of their default variants. It's a host setting, on by default.
  • Six more AI kinds, four of them Flood.
  • Forge sessions are recorded as films, and joiners and late joiners see the same map.

Megalo and game modes

  • One text file, nothing to compile. A mode is one .rmeg file with a settings header, and it plays straight from your Game Modes folder.
  • Conquest comes with the game: squads, tickets, five classes and a deployment map to choose where you come back in.
  • UNSC vs Covenant vs Flood. A third faction, 41 classes, and any two factions can start the battle.
  • Reach's own game types. With Reach installed, its 418 multiplayer game variants play through Megalo, on Reach's maps or any other, with their loadouts and armor abilities.
  • Modes play on every game's maps, Reach's, Combat Evolved's and Halo 2's included, and the game type picker's Megalo card lists every mode you have.
  • Scripts hear the game: damage and death events, button presses and widget clicks.
  • Far more to work with: any object on the map by tag path, and copies of it; waypoints, sounds, per-object damage rules, revives where you fell, and armor, colors, weapons and drivers' seats reserved by class.
  • Up to 64 classes, 24 a team, and 64 teams.
  • Older modes keep working. The old JSON script language is retired for new modes.

Menus and settings

  • Every menu is new: the main menu, lobby, pickers, Customize, Settings, server browser, Forge menu, Theater, chat, loading screens and the carnage report.
  • Find a setting: press / in Settings or Game Options.
  • New settings: HDR, UI width, Hide hints, an Auto frame limit that follows your display, Show FPS and tick rate, and on Advanced graphics Bloom, with its own value for ODST, Ambient occlusion and Occlusion culling.
  • UI width for wide screens. On a screen wider than 16:9, the menus, HUD, scoreboard and chat sit in a band in the middle instead of at the far edges. 0% gives you the whole screen back.
  • Sharp at any size. Rendering resolution's Default draws at your window's or display's own pixels in every display mode, and a new installation starts in exclusive fullscreen.
  • A controller in every menu. The D-pad moves through every page, and an on-screen keyboard opens on any text field.
  • More menu music, with ODST's songs when ODST is installed.
  • Mods from a server always ask first. A server's own mod files never download without your yes. Only Steam Workshop items can be set to download by themselves.

Friends and parties

New in the menus, through the project's public social service, which every game uses unless you name another in Settings → Online Services.

  • Friends: add someone by their friend code or from the players you've met, see where your friends are playing, join them and invite them.
  • Parties: a party follows its leader to a server and is seated there together.
  • Block a player to end their requests and invites.

Campaign and ODST

  • Reach's, Combat Evolved's and Halo 2's campaigns, and Reach's Firefight, on the same pages as Halo 3's and ODST's.
  • ODST on the shared engine: its campaign and Firefight, from the same menus as Halo 3.
  • New campaign modifiers: campaign scoring, and a camera each player chooses.
  • Campaign and Firefight mods in the games window.
  • Mod campaigns go further: your own characters carry through every mission, a resumed game and co-op, and more Workshop campaigns load.

Customize and characters

  • ODST's troopers in multiplayer, and an Appearance list that says which of your looks each server shows.
  • Reach's Spartan and Elite in Customize, piece by piece in Reach's own armor, and Combat Evolved's and Halo 2's colors on pages of their own.
  • Your identity file is a plain file now, so it can be backed up.

Theater

  • Film screenshots, and video with sound, on every system.
  • Films of Forge games, too.

Servers and masters

  • Your 0.9 configuration still loads. Settings not yet supported are named and set aside.
  • Docker hosts update as before: docker compose pull, with 0.9's compose files.
  • Lighter servers. Dedicated servers draw nothing and sleep between frames.
  • Tick rate. Dedicated servers (tick_rate) and Host Settings can play multiplayer at 30 ticks a second instead of the default 60, which halves the host's simulation. Joiners stay at 60, and co-op, ODST and Firefight always play at 60.
  • Stats on dedicated servers. A server with an empty stats_server reports its games to the public stats service once two of its players have proven who they are. Set it to off to stop that.
  • Native masters, on TCP and UDP.
  • Playlists mix multiplayer with campaign and ODST, up to 256 games, and every game's maps in one playlist. A player without a game the playlist needs is told as they join.
  • Bots for your server. reclaimer-bot joins a dedicated server's chat and voice as a DJ, an announcer or a relay to another chat, with no game or graphics card, and players see it marked [BOT].
  • The public services move to ports of their own: the masters to 44340 and the stats service to 8792, beside 0.9's, and the new social service runs on 8791. Saved 0.9 addresses follow them, and your own machine's master keeps 49175.
  • New settings such as bind_address, vote_kick_immune, post_game_seconds, start_countdown_seconds and stock_map_defaults, and Forge's odst_objects, forge_mods and forge_primitives.
  • More in RCON: immune, mutes, next, replay, restart and quit, and teamcount up to 64.
  • For panel and bot makers: status.json and RCON events now name players by network key.

Install

Project Reclaimer needs Halo: The Master Chief Collection with Halo 3 installed. ODST, Halo: Reach, Halo: Combat Evolved and Halo 2 show in the game once they're installed in MCC too. No game files or game code are included: the game finds MCC in your Steam libraries, or asks where it is, and prepares the engine from your own copy the first time it starts.

  • Windows: run project-reclaimer-client-v0.10.0.exe. An installation of 0.9 offers this update itself.
  • macOS (Apple Silicon): unzip project-reclaimer-client-v0.10.0-macos-aarch64.zip, move Project Reclaimer.app to Applications and open it. Apple hasn't checked these apps, so macOS blocks each one the first time: close the message, open System Settings > Privacy & Security, choose Open Anyway under Security and enter your password. Updates don't ask again. If macOS says an app is damaged, or Open Anyway doesn't appear, run xattr -dr com.apple.quarantine "/Applications/Project Reclaimer.app" in Terminal, with that app's name.
  • Linux: unpack project-reclaimer-client-v0.10.0-linux-x86_64.tar.gz (-linux-aarch64 on ARM64) and run project-reclaimer; its README says how to add it to your applications.
  • Dedicated servers: project-reclaimer-dedicated-v0.10.0.exe on Windows, project-reclaimer-dedicated-v0.10.0-macos-aarch64.zip on macOS, project-reclaimer-dedicated-v0.10.0-linux-x86_64.tar.gz (or -linux-aarch64) on Linux, or the Docker image ghcr.io/projectreclaimer/project-reclaimer-dedicated:0.10.0. macOS blocks a server downloaded in a browser too: run xattr -dr com.apple.quarantine on the unzipped folder in Terminal, once, before its first start.
  • Tools: each is a download of its own and needs nothing else from this page, so get only the one you want. The remote console is reclaimer-rcon-v0.10.0, with RCON.md for setup and commands, customization mods use reclaimer-customization-editor-v0.10.0, and the Reclaimer Kit is reclaimer-kit-v0.10.0, which needs only MCC and updates itself as the game does. A bot for a dedicated server's chat and voice is reclaimer-bot-v0.10.0, with BOT.md for setup. Each comes as .exe for Windows, -macos-aarch64.zip for macOS (each app opens the first time as the game does, and the bot needs the same xattr command as a server) and -linux-x86_64.tar.gz (or -linux-aarch64) for Linux.

The game's log is Logs/client.log in its player folder: %LOCALAPPDATA%\ProjectReclaimer on Windows, ~/Library/Application Support/ProjectReclaimer on macOS, ~/.local/share/ProjectReclaimer on Linux.

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