REPO Fixes Antispam Latency Fix
Multiplayer fixes for R.E.P.O: late-join errors, error spam and stutter sources, instant grab beam, extra-slot items kept between levels, fewer timeout kicks, and guards for bugs in popular mods. Ever
模組介紹 作者原文
R.E.P.O Fixes+
Small, independent fixes for problems that show up in modded R.E.P.O lobbies - especially big lobbies with late joiners. Every fix has its own on/off switch, and fixes aimed at another mod only switch on if that mod is installed.
What it fixes, in plain terms
Lag and errors
- Late joiners (enemy tracker fix) - Someone joining a match already in progress used to make every enemy throw an error each time it tried to see or track them. Over a long session that adds up to heavy stutter or a stuck loading screen. Fixed.
- Error storms when a level ends - When a level is torn down, some game code keeps running for a moment after the things it reads are gone: grab beams, eye tracking, held melee weapons, the tumble wings upgrade. Each error is a full stack-trace write to the log - thousands of them in a few seconds shows up as a hitch. These are caught quietly now.
- Stuck Slow Walker - If a player left while a Slow Walker (Trudge) was vacuuming them, it got stuck mid-attack and threw an error every frame until the level ended (4,000+ errors from one enemy). It now carries on normally.
- Spewer stuck on your face - If the level changed while a Spewer was latched onto a player, its mouth stayed attached into the next level (the shop) and threw an error every frame. It is now removed the way the game would have removed it.
- Error flood from one player's character - When a character never finishes setting up on your side (seen when someone in the lobby is on a different game version, and with the character preview in menus), the game threw an error for it every frame: 9,000+ in under three minutes. The preview is now linked up properly, and any other broken character is skipped quietly instead.
- Revive finishing properly - Being revived could crash the spectator camera's cleanup, which also skipped the rest of the revive (the short movement lock, crouch/energy reset and heal effect). The cleanup now finishes and the revive completes.
- Leaving a match - The room-lighting and fog code kept looking for your character for a second after you left or were kicked, throwing up to ~170 errors each time. Caught quietly now.
- Truck error - Every time the truck between levels loaded, the game's enemy director threw an error (the red one in the console). The truck has no enemies, so nothing depended on it; it's caught quietly now.
- Stuck revive item - If the downed player the revive item locked onto left the game, it got stuck and spammed errors every frame. It now lets go and looks for someone else.
- Lighter logging - Unity normally captures a full stack trace for every ordinary log line and warning, which creates garbage-collection stutter in heavily modded games. Errors keep their stack traces.
Gameplay
- Instant grab beam - Your own grab beam turns on and off the moment you click instead of visibly lagging behind in multiplayer. Other players don't need the mod.
- Extra inventory slots keep their items - The game only remembers slots 1-3 between levels. With a mod that adds slots (like ExtraSlots), anything in slot 4+ used to be left behind. It now comes with you. (Only the host needs this.)
- Fewer timeout kicks - The game gives up on the connection after 10 seconds without an answer, so a short Wi-Fi or internet blip could kick you - even from your own lobby. This raises it to 30 seconds (adjustable). A long outage still disconnects.
- Joining a late-join lobby that just closed - Hosts with a late-join mod close their lobby for a few seconds while a level loads, so picking it from the server list often failed with "Game closed" (or "Game full") and sent you back to the main menu. The join is now retried every 5 seconds, up to 4 times.
- LateJoinNow keeps your equipped gear - With LateJoinNow, anything in your belt slots used to be deleted on every level change. Equipped gear now survives.
- LateJoinNow voice for players without mods - When someone without LateJoinNow joins mid-level, LateJoinNow tries to send them the o
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