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Releases: periwinkle9/CSMultiworldDLL

v1.2

13 May 00:11

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Changelog:

  • Added new settings.ini options:
    • start_server=0 disables the server. This will prevent Randovania from being able to connect to your game, meaning multiworld and auto-tracker functionality will not work.
    • disable_if_solo_seed=1 disables the server only if you are playing a solo seed. Note that the Randovania auto-tracker will not work when this option is enabled.
    • log_to_file=1 writes the server log to a file (for debugging purposes)
  • You should no longer receive a Windows Firewall prompt when starting the game for the first time
  • A bunch of under-the-hood fixes, tweaks, and refactoring.

v1.1

20 Oct 03:10

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This release adds the ability to read settings from a settings.ini file placed in the game folder. Most notably, a toggle to run the game at 60 FPS was added, for those who prefer playing with the faster Cave Story+ speed. A sample settings.ini showing how to use this setting is included in the release zip below (note that the setting is OFF in the included file; change 60fps=0 to 60fps=1 if you want to use it).
Note that the settings.ini file is not necessary to run the game; everything will work just fine with the usual default settings if that file is not present.

The full list of available settings (with their default values) can be found in the settings.ini file in the repository.

v1.0

13 Oct 07:08

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First stable release!

v1.0-beta2

13 Oct 03:57

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v1.0-beta2 Pre-release
Pre-release

Changelog:

  • <MSG and event jumps now clear the textbox again.
  • The parallel TSC processor now stops executing when the game resets.

v1.0-beta

13 Oct 02:49

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v1.0-beta Pre-release
Pre-release

Changelog:

  • (Almost all) game memory accesses by the server now go through the internal request queue, which is synchronized with the main game thread. Hopefully this alleviates race conditions preventing items from being received properly. Note that this means that type 2, 4, and 5 server requests are no longer handled on the spot, which means there is a (hopefully remote) possibility of it timing out and returning a -1 error if the request queue isn't being depleted fast enough for some reason (extreme game lag???).
  • Log messages now include a timestamp by default, and are tagged by severity. The current log level can be adjusted with the /log_level command on the debug console.
  • Logging to console is paused while a command is being entered on the debug console, to prevent the input from being drowned out by incoming log messages.
  • The console itself can be enabled on Release builds by creating a file called debug in the same directory.
  • Adjusted the text positioning upwards to avoid drawing over <MNA. To avoid drawing over textboxes, the parallel TSC parser will not run while <MS2 or <MS3 is active in the main parser.
  • Various other tweaks and fixes.

v0.4-alpha

11 Oct 01:15

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v0.4-alpha Pre-release
Pre-release
  • If the server returns -1, an error message is included with the response.
  • Flag 7998 is treated as always set (can be used to distinguish which TSC parser is running this event).
  • Added offsets for weapon data and player current and max health
  • Server request type 6 extended to be able to return the current (internal) map name
  • data/uuid.txt is now expected to be in string form, not binary.

v0.3-alpha

10 Oct 21:37

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v0.3-alpha Pre-release
Pre-release
  • Grabs a UUID from data/uuid.txt and stores in the last 16 bytes of map data space. Also checks that the UUID matches when loading a Profile.dat; if it doesn't, then a new game will be started instead.
  • Server request type 0 now returns a JSON string describing some info about the server/game.

v0.2-alpha

10 Oct 16:51

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v0.2-alpha Pre-release
Pre-release

Added server request types (see the server request data format doc for details):

  • 4: read memory
  • 5: write memory
  • 6: get current game mode (intro, in-game, inventory, Esc menu, etc.)

v0.1-alpha

02 Oct 02:47

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v0.1-alpha Pre-release
Pre-release

More a proof-of-concept at this stage than anything close to an actual final product.