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REDnode 0.26.15

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@github-actions github-actions released this 20 Oct 15:57

Folds in 0.26.2, which was not released on its own.

New

  • Swapping sound into the running game: archives.reload and the MCP tool archives_reload now swap archives that change the game's sound paks (.opuspak, .opusinfo, such as EDGEwave's sound overrides). The swap runs with the game paused and its audio held, then REDnode loads the game's sound index again, so the new sounds play without a restart. A sound that played just before the swap may keep its old version until the game loads it again (for a weapon, equip it again). The answer's sound field says how it went.
  • ui.list() in the UI builder: a list of lines that scrolls on its own, for a log or a live feed in a Node mod's window. It keeps its newest lines, follows the newest one unless the player scrolls up, and fills the window's free height, so the window itself never scrolls. See the new Live log mod sample.
  • ui.copy(text) in the rednode package puts text on the Windows clipboard, from a Node mod or an overlay app.
  • Experimental, for the coming REDnode Sound Tools: audio.trace(onTrace) lists the events the game posts to its audio engine, named where REDnode knows the name, and the sounds it loads, as they happen; every one is also written to red4ext/logs/rednode-sound-trace.log.
  • Experimental: audio.playGame(id) plays one of the game's own recordings by its sound id through REDnode's engine; audio.playGame({ event }) plays an event's recordings in turn, heard wherever the sound is in the game; audio.eventSounds(event) lists them.
  • Experimental: audio.searchSounds(query) searches the game's sound events by words of their name or tags, by event id, or by sound id (the events that play it).
  • Experimental: audio.event(name) posts a game sound event through the game, on V so positional sounds are heard ({ on: "none" } for none), and returns stop(). When a package stops, REDnode stops the events it posted.

Fixed

  • The overlay's arrow could vanish in the game after a save loaded on some NVIDIA setups, while the windows still showed. It is now drawn from a texture, the same way as the windows.

Changed

  • The Welcome window warns that F9, right beside F10, is the game's Quick Load.

Other

  • The plugin watches for faults, and breakpoints (a failed assert in the game), around each archive swap and writes what it finds to red4ext/logs/rednode-faults.log, for bug reports.
  • The host log of the last game session is kept as red4ext/logs/rednode-overlay.prev.log, so a crash's log survives the next start.
  • archives.soundState() in the rednode package reads the game's sound pak index, the paks it has open and the sounds it holds loaded, without changing them (a sound's fields are offset, headerSize, length and decodedBytes): an experimental diagnostic. See swapping archives.

Install: extract into the game folder, or add the zip to Vortex or EDGEdeck. Needs RED4ext and redscript. Packages that read the game's archives also need REDbridge: press Get REDbridge in the Mod Manager. Docs: https://edgemodders.github.io/REDnode/ (changelog: https://edgemodders.github.io/REDnode/changelog.html)

Also attached: REDnode Sound Tools 0.1.0 (REDnode-Sound-Tools-0.1.0.zip), an optional app pack for sound modders: Sound Tracer, Sound Search and Hot swap. Extract it into the game folder after REDnode; it needs REDnode 0.26.15 or later, and Hot swap needs RED Hot Tools 1.3 or later. Guide: https://edgemodders.github.io/REDnode/sound-tools.html

Full Changelog: v0.26.1...v0.26.15