github ProjectReclaimer/project-reclaimer-releases v0.10.1

35 minutes ago

0.10.1 brings co-op networking choices, cinematic skip votes, achievements, server films and fixes across all five games. Joining servers takes less work, split-screen controllers follow their seats, and Reach's loadouts can be chosen before spawning.

Highlights

  • Choose how co-op plays: Lockstep 60 (MCC), Lockstep 30 (Xbox 360), or experimental Host-authoritative co-op.
  • Vote to skip cinematics. The host chooses how many players must agree.
  • Achievements on player cards, earned on approved hosts through the stats service.
  • Server films: optional recording, storage limits and uploads for Theater review.
  • Classic networking is now the default. Both models keep one host connection per client, and client corrections take less CPU time. Enhanced remains available.

Joining and networking

  • Faster joins and server switches. Joining a server already found in the browser asks that server directly, prepares its map while connecting, and avoids loading the menu scenery between servers.
  • Less work checking mods. Joining no longer hashes every installed mod, and the customization question checks only the mods it needs to ask about.
  • Server maps can coexist with installed mods without replacing them.
  • Smoother network corrections, including the direction riders face in vehicles, with less CPU work on clients.
  • One host connection per client in both networking models. Players' traffic goes through the host, removing the extra connections between clients and the standby connections to a possible replacement host.
  • Host migration connects players to the replacement when it takes over, keeping the session going without maintaining those extra connections throughout the game.
  • More reliable host-loss handling. A guest that paused or stopped responding is no longer mistaken for a new host.
  • Server browser fixes: an unavailable favorite no longer hides another listed server at the same address.

Co-op and campaign

  • Three co-op network modes in the lobby. Lockstep 60 keeps MCC's simulation rate; Lockstep 30 offers the Xbox 360's rate. Host-authoritative co-op remains experimental.
  • Changing co-op modes between missions works correctly, and the next mission keeps the host's chosen mode. Fixed a crash when turning host authority on between missions.
  • Cinematic skip votes work across co-op players, including Combat Evolved's cutscenes. The host or dedicated server chooses the required share of votes; players who leave or have not spawned do not hold the vote up.
  • Joining Firefight no longer spends a team life on a player's first spawn.
  • Campaign story characters keep their own colors.
  • Combat Evolved: fixed player melee attacks that failed to strike.
  • Halo 2: Marines in Cairo Station can find their way into the fight.
  • Halo 2 rendering: corrected dark weapon lighting, removed bright triangular patches on models and white fragments around level trim, and restored facial animation during dialogue.
  • ODST: Captain Dare is available as a playable character.

Halo: Reach

  • Choose your loadout before your first spawn and on respawns in Reach game types, with the weapons and armor ability that loadout provides.
  • Separate aircraft controls for climbing, descending and toggling altitude lock, all rebindable, while keeping exit and reload reachable.
  • Vehicle weapon switching and gunner controls work more consistently.
  • Campaign landing fixes let scripted passengers disembark.
  • Cinematic fixes restore character bodies, camera framing and lighting shadows, and correct the opening scenes used by missions.
  • Rendering fixes restore moa bodies, keep scenery visible and nearby detail intact, correct HUD colors and visibility, and keep mod skies whole.
  • Weapon ammo displays stay visible while firing.

Forge and game options

  • Forge is offered on Combat Evolved and Halo 2 maps. Combat Evolved scenery can be moved, and Reach dropships placed as scenery have collision in multiplayer.
  • Starting weapons can be chosen from the selected sources, and saved game variants retain their source choices.
  • Team teleporters send the team they are set to.
  • Fixed a crash firing Reach's Focus Rifle on a Halo 3 map, and corrected Reach's and ODST's sound classes when their objects are used on other games' maps.
  • Long option lists can be selected directly, with steadier arrows in Forge menus.
  • Start New Round starts a round again, and the controller's B button closes the Forge menu as shown.
  • Host rules survive changes to lobby settings.

Menus, controls and display

  • Split-screen seats follow the controllers players actually join with. Games start with one player, unused controllers remain with player one, and the players seated in the menus carry into a hosted game. A game window in the background does not take controllers or add players.
  • Press a key in Keyboard & Mouse settings to see its bindings. Delete or Backspace clears the binding slot under the pointer, and Tab changes category.
  • Recent Maps and Recent Games make previous choices easier to find.
  • Player details and a separate Leave button are restored in the lobby.
  • Settings, Customize, the server browser and the game menu stay open through game changes. Server switches keep the previous game blurred on screen until the next game is ready.
  • Restored loading screens and map artwork, with loading animations that keep moving.
  • Sharper game and menu text on high-DPI Windows displays. Panini projection is disabled for all players.
  • Controller push to talk works during gameplay, and talking indicators follow the speaker's volume.
  • Player icons show server roles and earned or staff badges beside names, with optional input-device icons. Each split-screen player's appearance and icon stay with their seat.
  • Menu language can follow the system or use US or British English independently of the game's language.
  • Exit Game asks first, and holding Enter no longer opens and accepts the question repeatedly.
  • Importing a 0.9 player folder copies it instead of moving it, leaving the original in place, and an import failure no longer prevents using the new profile.

Theater, achievements and servers

  • Films replay with the world settings and host choices of the recorded game. Fixed Halo 2 campaign film loading and films of games with more than 17 machines. Mod films show their own map names and pictures.
  • Films are checked before playback, and interrupted server recordings are cleaned up.
  • Achievements appear on player cards, including your own outside a session. Supported achievements include the cavemen, Mythic skulls, Brainpan and Annual. They require an approved host; Explorer games do not earn them.
  • Dedicated servers can record games and upload finished films, with limits on retained files, disk use and upload bandwidth. Recording and uploads are off by default.
  • Playlists, game options and voting time can follow lobby size. Maps and game types can be weighted, and servers can choose between several playlists as the lobby grows.
  • A player joining mid-game counts toward the next ballot's lobby size. Disabled games are skipped correctly.
  • A player leaving no longer has to end the round. Hosts can choose to keep a round going after players leave; the option is off by default.
  • Servers can send copies of signed match reports to additional stats services.

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-v0.10.1.exe. An installation of 0.9 offers this update itself.
  • macOS (Apple Silicon): unzip project-reclaimer-client-v0.10.1-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-v0.10.1-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-v0.10.1.exe on Windows, project-reclaimer-dedicated-v0.10.1-macos-aarch64.zip on macOS, project-reclaimer-dedicated-v0.10.1-linux-x86_64.tar.gz (or -linux-aarch64) on Linux, or the Docker image ghcr.io/projectreclaimer/project-reclaimer-dedicated:0.10.1. 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-v0.10.1, with RCON.md for setup and commands, customization mods use reclaimer-customization-editor-v0.10.1, and the Reclaimer Kit is reclaimer-kit-v0.10.1, which needs only MCC and updates itself as the game does. A bot for a dedicated server's chat and voice is reclaimer-bot-v0.10.1, 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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