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ViewLight v1.4.0 - your sessions, and the launcher's notes filed with the program they are about
Pre-releaseA session is now something you start, not something the launcher guesses. Playtime and sign-ins were read
off the server's own database saying an account was in the game - which it says whether the server is running
or not - so opening the launcher counted, looking at a profile counted, and idling on Home counted as playing.
This build makes Press Play the sign-in: one per session, on the account it signs you in as, with playtime
counted only while ViewLight's own server and its own game are both up.
Download ViewLight-win-x64.zip, unpack it anywhere and run ViewLight.exe. Still self-contained -
nothing to install first, no administrator rights.
New in this build
- Playtime and sign-ins are your sessions now. A session begins the moment Play starts the game on a
profile and ends when that game goes away - and it counts one sign-in, on that profile, rather than one
for every look that found the account in the server's database. Playtime is added up while the server and
the game are both running, and only for the profile you are playing. Idling on the launcher earns nothing,
switching to another profile's screen earns nothing, and the server's own database saying an account is in
the game no longer stands in for somebody playing. A disconnection mid-session is not a second sign-in: the
clock stops while you are out and starts again when you are back. - The Log folds the warning that never used to fold. Folding only worked on lines that were identical to
the character, and the server puts its own timestamp inside every line - so the warning it repeats a
thousand times, each with a later millisecond in front of it, arrived as a thousand lines. The timestamp is
not a difference worth a line of its own any more. Nothing is lost: press the folded line to open the run,
every line with its own time, and press it again to fold it back. - The launcher's remarks are filed with the program they are about - and can be taken out again. What
ViewLight noticed about the patch server now sits in the patch server's own box, including the line that
says which file a fetch is on, which that box did not show before. The new Launcher's own notes box
takes them back out, so one program's log can be handed to the people who wrote it without ViewLight's
commentary arriving with it. Their own lines stay either way. - Filling the patch server in from your game works with the two revisions kept in step. The copy was
aimed at the revision in the server's config, and with the sync on that is not the revision the patch server
holds - so it refused a game that is the version the server is going to ask it for. It is aimed at the
revision the patch server holds now, and re-worked out the moment that value moves. - "Apply starter settings" is "Apply recommended settings", and it leaves the tutorial alone. The preset
narrowed the starter kit and turned the tutorial off, which cost every new character its school's first
spell and its equipped starter kit - and the game has its own skip-tutorial button on the character-creation
screen, so a server-wide default was never needed. Skipping it is the tick box directly below the button,
and the Log says what the preset left as it was.
It does not modify anything
No patch, no hook, no injection, no memory editing, and the server is not modified either. Its revision
sync writes one line of Imlight's own configuration, the same line you would edit yourself. Accounts,
characters, sign-ins, zones, duels and creature kills are all read from the server's own player database and
log, and automatic sign-in uses the session key the server already holds for this machine - which is exactly
what the client's -U argument is designed to receive. Reading what a server writes down is the whole
technique, so there is nothing here that could get an account banned.
Read this before your first run
- A patch server has to fetch the game's files before it can serve any. Aurorium answers within seconds
and then downloads that version from Wizard101's own patch server - thousands of files, about 18 GB, hours
on a slow line. Leave it running: it only advances while the process is alive, and ViewLight does not stop
one that has not finished when the server stops. Home shows exactly what it is doing, and waiting is what
Play does by default until the one file the server's boot needs is there. - The largest files cannot arrive from the download at all. Aurorium gives up on any single file that
takes more than two minutes, and the biggest assets of a version take longer than that, so handing it the
files your own Steam or KingsIsle install already has - Copy the game's files in, under the patch
server card in Settings - is the only way those arrive. It is also minutes instead of hours. - The first server run is slow, and can crash once. It downloads its assets (a few hundred megabytes) and
warms up, which takes minutes. Once that finishes the server can still stop by itself for a reason nobody
has pinned down yet - press Play again and it starts normally. It has not been seen to happen again
after a first successful boot. - A new zone can load slowly on the public patch server. Zone assets come from the patch server, and the
Revive101 one is a community machine rather than KingsIsle's infrastructure. The server is local; the
assets are not. Running your own patch server is what fixes it.
Windows only. Your own Wizard101 install is required - Imlight is BYOD and ships no game files, and neither
does this.
Full instructions, everything the launcher writes, and how to read what it tells you:
readme.md.
Every build in plain language: CHANGELOG.md.
Why things are the way they are, including what has been measured on a real install:
docs/design-notes.md.



