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Project Reclaimer 0.9.20 for Mac (Apple Silicon, no Wine)

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@MAVProxyUser MAVProxyUser released this 19 Oct 07:47

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 --applications also puts a copy in ~/Applications for Launchpad and Spotlight.
  • Client 0.9.20 support. bash shim/tools/client-update.sh downloads the newest client release and checks it against the release's SHA-256 list; the launchers use the newest client/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 runs shim/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.sh

Live stats: http://127.0.0.1:8765. Game log: /tmp/reclaimer_play.log.

SHA-256 of the tarball: 82b540696c3be0de92593fa5591aee2bc28cfef7d5846e896cb202d898ada4a6

🤖 Generated with Claude Code