github ThatGuyMcd/DKR-R Version1.0.15
DKR-R v1.0.15

one hour ago

DKR-R v1.0.15 Release Build

I've spent quite a bit of time working through DKR-R Online since v1.0.14.
This update improves how it handles late inputs and latency spikes, reduces
some of the CPU work, and makes full lobbies with spectators behave better.
Hosts can now change their prediction window and input delay during a race too!
I've also tidied up Play, replaced the custom character labels and added cleanup
for old downloads and caches that were taking up far too much space.

ONLINE

  • Steering and analogue pedals stay up to date while the game recovers from
    a delay. Button presses and releases are kept rather than getting lost.
  • Automatic input delay handles isolated late packets more sensibly. Waiting
    for a menu or a resource no longer increases the racing input delay.
  • Clients follow the host's progress and recover their timing gradually after
    a hitch. The game still keeps every simulation step and final input.
  • Racing inputs can use a separate encrypted datagram route when available.
    The existing connection remains available as a fallback. Input repair traffic
    is batched, and old progress reports no longer build up behind newer ones.
  • Ping readings can recover after longer spikes instead of staying on an old
    value. This doesn't remove the actual network delay.

CPU AND RECOVERY

  • Reworked checkpoint storage to reuse buffers and avoid repeated copying and
    delta construction. This uses some extra RAM to reduce CPU work. Larger mod
    states keep the bounded fallback; state checks and restore checks remain.
  • Short rollback corrections service the connection between steps.
  • Fixed an idle secure WebSocket ping causing connection shutdown to hang.
  • Logs now separate racing, correction, network and presentation work more
    clearly, which should make future reports easier to investigate.

SPECTATORS

  • Spectators watch buffered confirmed playback. They don't send racing inputs
    and a slow viewer doesn't become someone the racers wait for input from.
  • History transfers can continue while acknowledgements return, with a shared
    background allowance during the race.
  • Fixed a timing issue that could unnecessarily slow spectator downloads.
    The existing bandwidth and burst limits stay in place.
  • Late spectator checkpoints copy retained confirmed state without rewinding
    the live race or suppressing racing ticks. Existing viewers keep their history.
  • The initial buffer targets 1.5 seconds. Loading and catching up can take longer,
    especially when several spectators join together. This is not video streaming
    or a promise that every viewer will always be only 1.5 seconds behind.

LIVE HOST SETTINGS
Open Host settings in the lobby or the in-game DKR-R Online overlay, make your
changes and press Apply changes. Accepted settings are saved for future lobbies.

  • Prediction window and automatic/manual input delay change during the race.
  • Allow new spectators closes or reopens joins without removing current viewers.
  • Capacity, menu control and replay edits made during play wait until the lobby.
    Queued changes can be cancelled.
  • Development mode still needs a new lobby. A room created without spectator
    capability also needs recreating before spectators can be enabled.
  • Loading and return transitions must finish before settings can be applied.

Fresh profiles start with Automatic input delay ON, a one-frame starting lead
and a 14-frame prediction window. Your existing saved preferences are kept.
A larger window can help with distant racers but needs more memory and can
increase correction work. A very small window can cause more waiting.

PLAY PAGE
Start Game now stays at the bottom of the Play page, so you don't need to
scroll down to find it on smaller screens. The button is shorter, but still
easy to find, and is selected when you open Play with a ROM ready to go.
The settings and Community Spotlight scroll above it. The in-game overlay
uses the same layout, with Return to the Race in that spot.
The bar reaches the panel edges, with a narrower, centred button. You can move
away from Start Game normally with the controller. The scrollbar only appears
when needed and sits against the right edge. I've removed the extra opaque
background and the Session mods tooltip, and fixed the Save Manager's bottom bar.

PLAYER SELECT AND SAVE NAMES
Selected custom characters now have names using the game's colourful font.
The top row keeps its names above their heads, and the bottom row has them below
their feet. There's no extra player number or Choose your Racer footer.
This works for up to four players, with one name when players share a character.
I've also fixed labels disappearing while browsing through characters. Long
names and unusually sized models stay within their part of the screen.
The scrolling keyboard for a new save now uses the wider screen properly too.

FILE DIALOGS AND CRASH REPORTS
Windows and Linux file dialogs now open in a separate helper. If a dialog fails,
it should return an error instead of closing DKR-R. Keep the whole Windows ZIP
together when updating; the helper is part of the installation.
Crash reports now keep better fault information and the matching binary details,
which should make the next report easier to investigate. I've also fixed a
Windows issue where changing the reporting setting wasn't always saved.
Reporting is still optional. Text is cleaned up as best we can, but anonymity
isn't guaranteed. Raw dumps have their own setting and can contain personal data.

STORAGE CLEANUP
I've also added cleanup for files DKR-R no longer needs. Downloaded mod ZIPs,
leftover install files and old caches were building up far too quickly.
Automatic cleanup runs once each time you start DKR-R. It can carry on while
you're playing, at low priority. Browsing the library or installing mods won't
keep setting it off again. Your saves, ROMs, installed mods and texture packs
are kept, and files being used by Online are left alone.

When a Mod Library install finishes, it now tidies up its own download and
leftover install files straight away. It checks the installed copy first and
keeps the files needed for saved editions and recovery. This works even if
you've turned startup cleanup off, without checking through everything again.

You'll find the controls in About DKR-R > Support > Storage. You can turn
automatic cleanup off, check how much space can be cleared, or clear it yourself.
Current and previous mod recovery files are kept. Original crash dumps are
only removed if you select the separate option for dumps older than 30 days.
The first cleanup can take a while if your profile has built up a lot of files.

INSTALLING AND UPDATING
Updating from the launcher is the recommended way to update. For a manual
install, download the whole package for your platform. Windows users should
extract the complete ZIP and run DKR-R.exe. Linux and Steam Deck users should
make the AppImage executable. Keep your existing profile, saves, mods and settings.
Portable mode selects a different location; it doesn't move your data for you.

Everyone in an online lobby needs matching complete v1.0.15 packages and
compatible session content. Use your own supported US v1.0 or US v1.1 ROM.
No ROM or extracted game data is included. Some legacy .xdelta mods still need
a clean US v1.0 ROM to install, even when v1.1 is selected for playing.

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