BeyondTheWall
You are not alone. This mod is based off my ARG: Beyond The Wall. The ARG is not public yet but will be. Have fun!
模組介紹 作者原文
0.6.1 — guests stay connected when caught
The Black One no longer calls StopClient for non-host players. A caught guest keeps their existing lobby connection, avatar, items and voice; local movement pauses behind the capture screen until Return to play (or Enter). Guests do not create a server-owned corpse or change server ghost flags. Host corpse/return behavior is unchanged. Install this update on each guest PC. Sync protocol remains 3.
Validation: guest capture, repeat capture, return, actual connection-loss cleanup and existing host capture regressions passed. Build and installed API checks passed. Multiplayer gameplay has not been tested and no game was launched.
0.6.0 — Bentley's debug menu
Press 6 to open or close the scalable eye-banner menu. Click the large buttons or use 1 for White and 2 for Black. The cursor is released while the menu is open and restored on close. Burgundy, cream, white, charcoal and pink follow Bentley's drawing; light text improves contrast on dark buttons.
- Delete current entities clears this mod's figures and landmarks, cancels a pending Black follow-up, and schedules the next natural sighting. Landmarks return at the next natural sighting, manual spawn or reset.
- Disable entity spawning clears the current entities and pauses encounters, including landmarks. The button becomes Enable entity spawning; resuming schedules a new encounter. These controls belong to the encounter leader and are disabled for followers.
- Reset all rebuilds the local presentation and requests fresh peer discovery/snapshots. It keeps saved encounter progress and does not override a spawning pause. It cannot fix a missing mod or version mismatch on another PC.
- Status text reports actual locked/enabled/paused states instead of claiming everything is unlocked.
- All participating PCs need 0.6.0 (sync protocol 3) so pause/delete states agree. Older protocols are isolated.
Validation: build and installed-game API resolution passed; sync flags, invalid packets, progression, presentation, hunt, targeting and host capture regression checks passed. No game was launched; the actual menu appearance, mouse handling and cross-PC behavior still need in-game confirmation.
0.5.1 — retargeting, reconnect isolation, and opaque figures
- White One and Black One now use the installed game's househouse/FlatUnlit shader on every body submesh, including the former eye slots. Colors are solid white/black; native shader metadata confirms opaque geometry queue, LEqual depth testing, and a depth-writing pass. No UI/x-ray material is used for these two figures. The separate item-finder reveal for the giant beyond the wall remains intentional.
- The encounter leader recalculates the nearest eligible modded player every chase frame using 3D chest-to-body distance. Target switches immediately when another player becomes closer. Remote network-controlled rigidbodies can be kinematic without being excluded. Ghosts, dreamers, and unmodded players remain excluded.
- Attack range is 1.25 m after the unchanged 2.5-second initial warning grace. The Black One still moves at 3 m/s and phases/floats; normal geometry now hides its rendering.
- Sync protocol 2 addresses each non-hello packet to the receiver's current random connection nonce. Old snapshots, requests, and capture packets from before a disconnect cannot be replayed on rejoin. A new peer session triggers renewed hello/snapshot delivery. Capture clears the cached replica and returns immediately after disconnect; authority packets are checked in sequence.
- Both PCs MUST update to 0.5.1; 0.5.0 cannot participate in protocol 2.
- Validation: successful compile and runtime API resolution; tests cover nearest-target swaps, attack-range boundary, packet round-trip, old-session replay rejection, sequence ordering, and the existing capture/respawn behavior. Cross-PC reconnect behavior and final rendering still require in-game verification.
0.5.0 — shared Steam lobby encounters
All participating
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: