github ThatGuyMcd/DKR-R Version1.0.9
DKR-R Version 1.0.9

3 hours ago

DKR-R v1.0.9 Release Build
Changes since v1.0.8

There is quite a bit in this one. I've added public lobbies, spectators,
custom cars, achievements and texture tools, along with fixes to make Online
less awkward to use. I've kept the current launcher design and fitted the new
features into it.

PUBLIC LOBBIES

You can now find public lobbies worldwide without having to share lobby codes
or add everyone as a friend. Sign in with Discord from DKR-R Online, or use
your existing Mod Store sign-in.

  • Public and Friends views in Open Lobbies.
  • Public or Private hosting. Private stays off the public list and still uses
    friends or lobby codes.
  • A players online count, with each connected account counted once.
  • The usual host approval, available places and mod permissions still apply.

The website handles finding and joining lobbies. The game still runs through
the existing peer connections and Rollback.

SPECTATORS AND ONLINE IMPROVEMENTS

  • Spectator-capable lobbies support up to four racers and eight spectators.
    Adventure still has two racing places.
  • Watch all splits, follow a player, or use the T.T.-style director camera.
  • Racers and spectators can swap places with host approval, carrying on with
    the same racer, vehicle and race progress.
  • Invitations now have Accept, Decline and Later buttons. Accepting during a
    game asks before leaving and joining the new lobby.
  • Online now uses Rollback as its single sync mode, replacing the old backend
    choices.
  • Added a roughly ten-second connection check and shared Scoreboard, with
    separate racer and spectator assessments.
  • Fixed countdowns, joining, checkpoint syncing, longer mod preparation,
    departures and returning to the lobby.
  • Kept the original lobby layout, with spectators fitted below the racer cards
    and better wrapping on smaller screens.

Watching does not overwrite personal saves or award gameplay achievements. The
host must stay connected; there is no host migration. Joining a running race
through the public list remains disabled by default.

CUSTOM CARS

You can now import Syeo's .dkrkart cars directly, from ZIPs, or through the
Mod Store's Vehicles category. Legacy Mods is now called Vehicles on both the
launcher and website.

  • Choose Vanilla or an enabled custom car in the native Track Select picker.
  • Each player keeps their own choice, and CPUs can use enabled cars too.
  • Online prepares the host's car collection and reuses matching installed
    files.
  • Store installs support updates, repair, previous versions and removal.
  • Improved driver seating, wheel animation, steering, textures and
    transparency, including fixes for portraits and the online picker.

Cars change appearance, not handling or physics. Custom cars are for Track
Select, including Online; Adventure, custom hovercrafts and planes are not
supported yet.

ACHIEVEMENTS

I've added 94 local achievements covering T.T. times, developer times,
Adventure Two silver coins, power-ups, balloon challenges and Adventure
milestones. No account or internet connection needed.

You can search and filter goals, pin one while playing, customise
notifications, and import/export progress. Existing provable save milestones
can be recognised separately. This is DKR-R's own system, with challenges
inspired by Delmaru's set, rather than RetroAchievements account
synchronisation.

TEXTURE TOOLS

Texture Dumping now lets you export original and installed mod textures,
capture textures encountered while playing, browse previews and create
replacement starter packs. Disabled mods can be exported too, and re-exporting
keeps your edited Working files.

Open Textures to find Export, Capture and My Dumps. Keep original-art dumps
private and share your replacement artwork.

WEBSITE MOD LIBRARY

  • Add batches of up to 50 entries with shared defaults, artwork matching,
    review and saved-batch recovery.
  • Clear or replace images and downloads, then add another entry without
    refreshing the page.
  • All and Not in Mod Library filters in both existing FTP file pickers.
  • Fixed the service error when opening those pickers.
  • Temporary upload failures retry up to five times after the initial attempt.
  • Renamed Legacy Mods to Vehicles while keeping existing listings and links.

This still uses the existing FTP upload method. Upload-speed work is separate.

OTHER FIXES AND RELEASE CHANGES

  • Extended Maximum Vehicle Detail across CPU racers, custom characters/cars,
    local multiplayer and Online, while keeping graphics choices local.
  • Reduced memory use in larger online mod collections, including track music,
    and improved loading for heavily modded races.
  • Fixed custom-course records, Magic Code work accounting, mod-added
    viewports, HUD drawing and the race-end tint.
  • Safer track imports and replacement, correct saved graphics preset display,
    and a clearer review editor with wrapping text.
  • Included contributor fixes for Apple source builds and packaging, and
    refreshed the current documentation.
  • Prepared Windows x64, Linux x86_64/ARM64 AppImages, Steam Deck and Android
    ARM64 packages, plus fresh signed updater metadata. No new macOS/iOS v1.0.9
    downloads are included in this set.

There is no required save reset or mod reinstall. Use matching complete v1.0.9
builds for Online, and keep the full package together when updating.

ANDROID NO LONGER SUPPORTED.
Im really sorry but im ending support for android. I cannot get it performing well. Sorry to the android users out there but i refuse to continue releasing updates to an app that has sub-par performance on anything but my own devices.

If i can fix performance, ill re-release the android version. But until then, the android build will no longer be releasing with the other platforms. Simply put, N64Recomp and N64ModernRuntime simply isnt designed for the platform. The fact that it runs at all on android is something short of a miracle!

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