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Releases: MAVProxyUser/ProjectReclaimerOSXNative
Release list
Project Reclaimer 0.9.20 for Mac (Apple Silicon, no Wine)
Project Reclaimer 0.9.20 on Apple Silicon, natively through a Win64 PE loader under Rosetta 2 (no Wine, CrossOver or VM). Releases are named for the Reclaimer client version they support: this one is reclaimer-0.9.20 (servers refuse older clients within hours of a client release).
New since reclaimer-0.9.18-v2
- Reclaimer.app: double-click it to play, no Terminal needed. It sits at the top of the bundle and starts the menu from the folder it is in (keep it there). It is signed ad hoc; clear the download quarantine once (Quick start below). The first launch from Desktop / Documents / Downloads asks for access to that folder: allow it.
bash shim/tools/make-app.sh --applicationsalso puts a copy in ~/Applications for Launchpad and Spotlight. - Client 0.9.20 support.
bash shim/tools/client-update.shdownloads the newest client release and checks it against the release's SHA-256 list; the launchers use the newestclient/project-reclaimer-client-v*.exe. - Much faster big games: the GL driver runs in a native arm64 helper process (Big Team Battle 13-25 fps -> median 49 on an M4), copy-on-write game-state copies, a working
NtDelayExecution(the client's voice and frame-pacing threads spun a core each: +12% median fps in a 128-player match), import fast paths, Windows' real CPU count. - Older and smaller Macs: binaries run on macOS 13 and later. Retina screens get the full window (the picture sat in the bottom-left quarter). A per-Mac profile picks worker counts by performance cores; on a base-tier GPU (M1 class) the first run uses the Medium graphics preset and caps at 60 fps, and on 8 GB Macs the background walking-graph tool is capped at 1 GB.
PELOAD_MONITOR=<w>x<h>sets the client's render resolution. - Picture fixes: compressed textures upload with their own mip chain (~2 GB less GL memory on big maps), Forge World's ground, dark interiors and auto-exposure on every map, bloom / blur filters sample at their real offsets, menu color grading, the loading screen during heavy loads.
- Memory over many map changes: shaders, input layouts, threads, audio capture streams, file views and timers the game releases are freed instead of piling up with every map load.
- Stats page (http://127.0.0.1:8765): exact kill feed with weapons, kills and K/D, sortable columns, player slots, the map in the whole window, weapon / vehicle / power-up spawns, a per-feature overlay panel (team filter, visible only, label size), vehicle weak spots, invisible walls, clip recording (mp4 / m4a), a graphics quality control (Low / Medium / High / Ultra, applied live), map-vote and called-vote auto answers, and a forensic archive of the voice, chat and events you receive (one-party consent setting; your own local files only).
- Games you host or your own local dedicated server: teleport spots past the boundaries for every map (made from your map files on first play), 2x speed, boundaries and invisible walls on / off -- also from a client of your own local server.
- Mods: the client's Required Mods screen downloads Workshop items through DepotDownloader (
shim/tools/workshop-helper.sh, your remembered Steam login, never a password); progress no longer times out on big downloads. - Security hardening: the stats server refuses cross-site requests and DNS rebinding, and the shader translator, compute interpreter and file APIs check crafted map data.
- Crash fixes: the client's audio crash ("0xC000001D at unmapped module") is gone, and a crash in object position lookups on Forge maps is guarded.
- Every fix is listed with its reason and its old-behaviour switch in
shim/docs/FIXES.md.
Bundle contents
Reclaimer.app: the double-click launcher (a small signed native program that runsshim/play.sh).shim/build/peload: the loader (x86_64, runs under Rosetta 2);shim/build/glhelper: the native GL helper (arm64).shim/crt/: Microsoft VC++ runtime DLLs (app-redistributable).shim/play.sh,shim/target.sh,shim/dedicated.sh,shim/tools/: launcher, test opponent, dedicated server, client updater, Workshop helper, server list, map pictures, USB install.re-tools/h3*.py: the map tools the loader runs in the background (map pictures, walking graph, invisible walls, teleport spots, vehicle weak spots; python3 with numpy and Pillow).reclaimer-mac.sh download: fetches your MCC files with DepotDownloader (your Steam login).README.md,shim/docs/mods.md,shim/docs/game-options.md,shim/docs/FIXES.md.
No game files are included. You need your own Halo: The Master Chief Collection on Steam and the Project Reclaimer client exe from https://github.com/ProjectReclaimer/project-reclaimer-releases/releases (client-update.sh fetches it).
Quick start
tar xzf ProjectReclaimerOSXNative-reclaimer-0.9.20-macos.tar.gz
xattr -dr com.apple.quarantine ProjectReclaimerOSXNative-reclaimer-0.9.20-macos
cd ProjectReclaimerOSXNative-reclaimer-0.9.20-macos
./reclaimer-mac.sh download # one time: MCC files via your Steam login (or install from a USB stick)
bash shim/tools/client-update.sh # the newest client exe into client/ (SHA-256 checked)
open Reclaimer.app # or double-click it; from Terminal: bash shim/play.shLive stats: http://127.0.0.1:8765. Game log: /tmp/reclaimer_play.log.
SHA-256 of the tarball: 82b540696c3be0de92593fa5591aee2bc28cfef7d5846e896cb202d898ada4a6
🤖 Generated with Claude Code
Project Reclaimer 0.9.18 for Mac, v2 (Apple Silicon, no Wine)
Project Reclaimer 0.9.18 on Apple Silicon, natively through a Win64 PE loader under Rosetta 2 (no Wine, CrossOver or VM). Second build for client 0.9.18: releases are named for the Reclaimer client version they support, so this one is reclaimer-0.9.18-v2.
New since reclaimer-0.9.18
- Big games run much faster: a 100-player Infection game went from 15-24 fps to 37-48 fps. The GPU particle simulation runs on 4 CPU workers 64 lanes at a time, the GL work moves to its own thread in games with 40+ players (
PELOAD_D3DGL_SUBMIT=auto, the default), and per-frame stalls are gone. - Live stats page at http://127.0.0.1:8765 while you play:
- Event feed (joins and leaves, kills with the weapon or vehicle, votes, server notices, match start and end) and Chat (everyone's text chat with TEAM / NEARBY marks, the server's messages) side by side.
- Players (shield, health, weapon, deaths, accuracy, active traits; respawning and quit players listed last), the game's rules and trait sets, everyone connected with voice mute buttons and a talking light.
- A death heatmap over a top-down picture of the map made from your own map files, with everyone's live position; player details on click.
- The in-game overlay switches (hitboxes, tracers, player info, items, visible-only F9, frame capture F8).
- In games you host (
PELOAD_ALLOW_TELEPORT=1): teleport next to a player or to a spot clicked on the map, and switch the map boundaries off to explore past the edges.
- Dedicated server on the Mac:
bash shim/dedicated.sh(local-only by default). - Mods:
shim/tools/servers.shlists the busiest servers and the mods each needs;shim/docs/mods.mdshows how to fetch Workshop-only mods with DepotDownloader (tested with HugeGrass Rebalance, Hugegrass, Permafrost and Ultimate Forge). - Second test player without a window (
shim/target.sh), for practice games. - Fixes: the client's audio streams no longer leak one CoreAudio queue every 5 s; Unicode in the client's console output; the client's microphone-less voice thread no longer busy-polls the keyboard (opt-in damper).
Known issue
- Occasional crash at a map load or the 5 s voice retry ("Experimental startup exception 0xC000001D at unmapped module", inside Apple's audio allocator). It comes from the client's own audio output (menu music and voice-chat playback), not the game sound. If it hits you, start with
PELOAD_NO_WASAPI=1 bash shim/play.sh: game audio stays, voice chat and menu music go quiet. A fix is in progress.
Bundle contents
shim/build/peload: the loader (x86_64, runs under Rosetta 2).shim/crt/: Microsoft VC++ runtime DLLs (app-redistributable).shim/play.sh,shim/target.sh,shim/dedicated.sh,shim/tools/: launcher, test opponent, dedicated server, test runner, server list, map pictures, USB scripts.re-tools/h3map.py,h3bsp.py,h3bounds.py: make the stats page's map pictures (needs python3 with numpy and Pillow).reclaimer-mac.sh download: fetches your MCC files with DepotDownloader (your Steam login).README.md,shim/docs/mods.md,shim/docs/game-options.md.
No game files are included. You need your own Halo: The Master Chief Collection on Steam and project-reclaimer-client-v0.9.18.exe from https://github.com/ProjectReclaimer/project-reclaimer-releases/releases, placed in client/.
Quick start
tar xzf ProjectReclaimerOSXNative-reclaimer-0.9.18-v2-macos.tar.gz
xattr -dr com.apple.quarantine ProjectReclaimerOSXNative-reclaimer-0.9.18-v2-macos
cd ProjectReclaimerOSXNative-reclaimer-0.9.18-v2-macos
./reclaimer-mac.sh download # one time: MCC files via your Steam login (or install from a USB stick)
cp ~/Downloads/project-reclaimer-client-v0.9.18.exe client/
bash shim/play.sh # live stats: http://127.0.0.1:8765🤖 Generated with Claude Code
Project Reclaimer 0.9.18 for Mac (Apple Silicon, no Wine)
Project Reclaimer 0.9.18 on Apple Silicon, natively through a Win64 PE loader under Rosetta 2 (no Wine, CrossOver or VM). Releases are now named for the Reclaimer client version they support.
New since v0.1.0
- Reclaimer client 0.9.18 (the version servers run); the loader finds its client patches by byte signature.
- Online play: Server Browser, joining public servers (Big Team Battle tested with 60 players), lobby, map vote, scoreboard, join-in-progress.
- Audio: game audio, plus the client's own menu music and voice playback (new WASAPI device on CoreAudio).
- Fixes: water renders; the intermittent freeze right after the loading screen is gone (thread ids); the frame-rate title no longer over-reports.
- Debug overlays (launch variable or key): real hitboxes from each object's collision model (F2), projectile and bullet tracers (F3), player shield/health/weapon info (F4), item labels (F5), friend/enemy filter (F6). See the README table.
- USB install:
shim/tools/make-usb.shcopies everything (including your MCC files) to a stick;install.shon the stick sets up a second Mac without downloading MCC again. - Window sizes itself to your screen; Halo 3 engine settings via
PELOAD_H3.
Bundle contents
shim/build/peload-- the loader (x86_64, runs under Rosetta 2)shim/crt/-- Microsoft VC++ runtime DLLs (app-redistributable)shim/play.sh,shim/target.sh,shim/tools/-- launcher, test opponent, test runner, USB scriptsreclaimer-mac.sh download-- fetches your MCC files with DepotDownloader (your Steam login)README.md
No game files are included. You need your own Halo: The Master Chief Collection on Steam and project-reclaimer-client-v0.9.18.exe from https://github.com/ProjectReclaimer/project-reclaimer-releases/releases, placed in client/.
Quick start
tar xzf ProjectReclaimerOSXNative-reclaimer-0.9.18-macos.tar.gz
xattr -dr com.apple.quarantine ProjectReclaimerOSXNative-reclaimer-0.9.18-macos
cd ProjectReclaimerOSXNative-reclaimer-0.9.18-macos
./reclaimer-mac.sh download # one time: MCC files via your Steam login (or install from a USB stick)
cp ~/Downloads/project-reclaimer-client-v0.9.18.exe client/
bash shim/play.sh🤖 Generated with Claude Code
v0.1.0 — playable Guardian on Apple Silicon (no Wine)
First playable build: a Guardian Slayer match running on Apple Silicon through a native Win64 PE loader under Rosetta 2. No Wine, CrossOver or VM.
What works
- Rendering: Direct3D 11 → OpenGL-on-Metal, with lighting, shadows, the first-person weapon, particles, muzzle flash, explosions, the HUD and the loading screen.
- Audio: game audio through CoreAudio.
- Input: controllers (Xbox, DualSense, …) and keyboard/mouse.
- Speed: about 12 s from launch to the match; ~116 fps average on an M4 (roughly 50–200 fps depending on the scene).
- Window title: shows elapsed time, load time and the live frame rate.
Bundle contents
shim/build/peload— the loader (x86_64, runs under Rosetta 2)shim/crt/— Microsoft VC++ runtime DLLs (ucrtbase.dll,vcruntime140.dll,msvcp140.dll; app-redistributable) that the loader runs the client againstshim/play.sh— the launcherreclaimer-mac.sh download— fetches your MCC files natively with DepotDownloaderREADME.md
No game files are included. You need:
- your own Halo: The Master Chief Collection on Steam (downloaded with
./reclaimer-mac.sh download, ~25 GB) project-reclaimer-v0.9.13.exefrom https://projectreclaimer.dev, placed inclient/(SHA-256a393504dc32a8fd35dabb5b26ea1427fbaedabdac76b00133d49ebc44fb8efd1; it must be this exact build)
Quick start
tar xzf ProjectReclaimerOSXNative-v0.1.0-macos.tar.gz
xattr -dr com.apple.quarantine ProjectReclaimerOSXNative-v0.1.0-macos
cd ProjectReclaimerOSXNative-v0.1.0-macos
./reclaimer-mac.sh download # one time: MCC files via your Steam login
cp ~/Downloads/project-reclaimer-v0.9.13.exe client/
bash shim/play.shKnown issues
- Holding Back/Tab shows the scoreboard bars without names or scores. Reclaimer draws those only when running under its own menu, which this launcher skips.
- Reclaimer's frontend menu boots (its Halo 3 menu scene renders), but its UI is blank, so it can't be used yet.
- The MCC pause menu is unavailable in standalone mode; F1 releases the mouse.