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Releases: XIVIX134/TCAMultiplayerMod

v0.4.1

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@XIVIX134 XIVIX134 released this 05 Jul 21:54

Added

  • Campaign kills now count: destroying campaign AI aircraft, SAMs, and other enemy units in co-op credits the kill to the player who landed the fatal blow, on every player's scoreboard.
  • The scoreboard now shows a kill feed of the most recent kills in the match.

Changed

  • Ejecting no longer counts as a death — if your pilot gets out, you lose the aircraft but keep the pilot, and your death count stays put. A death is only recorded when the pilot actually goes down with the plane.
  • Rearming at the runway now refreshes your weapons, fuel, and ammo on other players' machines too, even when you keep the same loadout.

Fixed

  • Kills by campaign AI, SAMs, or the environment can no longer be miscredited to a player — the host now validates who actually caused each hit.
  • Wings and other parts shot off an aircraft now reliably disappear on other players' screens, including duplicate-named parts and after respawns.
  • Cleaned up leftover mission-event hooks between campaign missions that could cause errors after a mission ended.

v0.4.0

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@XIVIX134 XIVIX134 released this 05 Jul 00:36

Added

  • Campaign co-op multiplayer - the host can pick a campaign mission in the lobby and play it with friends against the AI. Everyone shares the same battlefield: ground and sea units, mission objectives, tickets, time of day, and the pilot pool stay in sync for all players.
  • Campaign briefings and dogfight death screens now use the game's own map menu - review the map, change your aircraft and loadout, and take off again from one screen.
  • Joining a session while a match is running now shows a "game in progress" notice in the lobby, so you can wait for the host to return instead of being dropped into the middle of a match.

Changed

  • Smoother movement for other players' aircraft and campaign vehicles, with noticeably lower network bandwidth during busy fights.
  • Better performance in large battles - fewer stutters and less frame-time cost from bullets, explosions, and the scoreboard.
  • More reliable respawning and spawn placement at airfields.
  • Fairer scorekeeping: friendly fire no longer grants kill credit, and kill/death tracking is more reliable across respawns.
  • Verbose logging and the deep performance profiler are now off by default; both can be re-enabled in the mod's config file.

Fixed

  • Fixed the rearm/refuel screen going blank when a loadout contains missing or modded weapon data.
  • Fixed campaign bases endlessly producing vehicles when their unit data is missing on your machine.
  • Fixed a flood of errors and a stalling HUD when your radar or target selection still pointed at a unit that had already been destroyed in multiplayer.
  • Many smaller multiplayer stability fixes across radar locks, kill confirmation, and returning to the lobby.

v0.3.2

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@XIVIX134 XIVIX134 released this 23 Jun 11:12
  • Added multiplayer Discord Rich Presence updates for lobbies, loading, gameplay, downed, and respawn states, including map/aircraft display names and a stable match timer.
  • Improved damage sync so critical-hit settings, hit collider paths, and weapon categories are preserved when remote damage is serialized and applied.
  • Fixed remote damage mirroring so non-local victim clones can show replicated hits without being destroyed by another player's damage packet.
  • Improved multiplayer menu sizing for host setup and confirmation dialogs so longer labels and warning text fit more reliably.
  • Improved Direct IP hosting and joining so the default port is automatic, custom ports live behind an advanced control, pasted address:port values are handled, and timeout messages explain the default/custom port path.

v0.3.1

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@XIVIX134 XIVIX134 released this 20 Jun 15:11
  • Improved Direct IP routing so hosts listen on all IPv4 adapters while clients dynamically choose the correct local route for LAN, VPN/tunnel, or public IP joins.
  • Fixed host relay validation for radar lock-lost packets so client unlock events can reach other peers.
  • Tightened lobby packet handler cleanup so disposing the lobby only removes its own router handlers.

v0.3.0

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@XIVIX134 XIVIX134 released this 17 Jun 17:45

Thanks to @1w7g0 for the Steam Integration PR that provided the Steam multiplayer transport, lobby browser, and related hosting/joining improvements in this release.

Added

  • Steam multiplayer — host and join games over Steam with no port forwarding (NAT traversal runs through Steam's relay network), plus a built-in lobby browser that lists open TCAMP sessions by server name, map, and player count for one-click joining.
  • Choice of Steam or Direct IP when hosting or joining, selectable in the multiplayer menu.
  • Steam host options: lobby visibility (Public or Friends Only) and a toggle to require clients to run matching mods.

Changed

  • Aircraft and loadout pickers now reflect host-enabled availability in the lobby and respawn screen, so players can't select options the host hasn't enabled.
  • Mod sync now covers Steam Workshop mods — the host's enabled Workshop mods are included in the compatibility check and sync, and extra Workshop mods on a client are disabled to match the host.
  • Joins now time out after 15 seconds instead of hanging on an unresponsive host.
  • More reliable aircraft spawning, with airfield/player-slot-based spawn positions and clearer handling of spawn failures.

Internal

  • Mod load-order handling no longer depends on game internals, making it more robust and unit-testable (no change to in-game behavior).
  • Added developer documentation and tests across the new transport, selection, and mod-sync code.

v0.2.3

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@XIVIX134 XIVIX134 released this 15 Jun 10:49
  • Added an optional in-game updater that checks the latest GitHub release on launch.
  • Added update staging with DLL verification, backup/pending files, and a restart prompt that applies the new plugin and relaunches the game.
  • Changed release packaging to publish a TCAMP.dll SHA256 asset instead of a zip checksum, matching the updater's DLL-based hash check.
  • Added a Mods folder backup before client mod sync.
  • Added the loaded TCAMP version beside the game's native bottom-left version label on the main menu.
  • Improved confirmation popup sizing and text autosizing so longer warnings are not cut off.
  • Added updater tests for release version comparison, GitHub asset selection, SHA256 parsing, and plugin DLL extraction from release zips.
  • Bumped package, assembly, plugin, and README version metadata to 0.2.3.

v0.2.2

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@XIVIX134 XIVIX134 released this 15 Jun 07:30
  • Added host/client TCAMP version checks so mismatched builds are rejected with a clear status message.
  • Added Mods folder compatibility checks before clients can ready up or mutate lobby selections.
  • Added one-click client mod sync from the host for safe mod data files, including chunked transfer progress and game-data reload after sync.
  • Added a red confirmation warning before mod sync overwrites changed mod files or removes extra sync-safe files.
  • Added lobby UI states for mod verification, sync progress, sync cancellation, and blocked/unsyncable mod mismatches.
  • Improved direct UDP connection diagnostics with user-facing route/status messages, RTT/traffic snapshots, and version-rejection reporting.
  • Improved direct UDP reliability on VPN/TUN and unstable links with automatic local route selection, endpoint refresh handshakes, reconnect grace handling, and low-bandwidth transport presets.
  • Added adaptive aircraft-state send rates that back off when reliable queues, retransmits, RTT, or receive gaps indicate poor network quality.
  • Improved FlightGame scene teardown and UI rebuild handling when returning to lobby or starting a new session.
  • Fixed lobby flow so verified clients announce their configured player name and selections after mod checks complete.
  • Added tests for mod file manifest safety/sync behavior, packet serialization, reliability retransmit throttling, lobby verification gates, and transport reconnect behavior.
  • Bumped package, assembly, plugin, and README version metadata to 0.2.2.

v0.2.1

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@XIVIX134 XIVIX134 released this 11 Jun 16:53
  • Fixed the in-flight/menu cursor state so the pointer hides in flight and returns in menus.
  • Fixed Return To Lobby so host/client sessions tear down the flight scene, clear aircraft/clones, and reopen the lobby cleanly.
  • Added a reconnect grace window for direct UDP peers to prevent brief dropouts from removing players and desyncing remote damage visuals.
  • Prevented late aircraft-state packets from recreating remote clones after returning to the lobby.

v0.2

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@github-actions github-actions released this 11 Jun 10:21

Full Changelog: v0.1...v0.2

TCAMP v0.1

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@github-actions github-actions released this 04 Jun 07:47

First release of TCAMP!!

TCAMP (Tiny Combat Arena Multiplayer) is now public. This initial release includes an installable plugin package plus the source code for the core BepInEx/Harmony mod, direct UDP multiplayer, lobby/session flow, aircraft sync, combat sync systems, UI.

Install:

  • Recommended: download TCAMP-v0.1-plugin.zip from the assets below.
  • Extract/copy its BepInEx folder into your Tiny Combat Arena game folder.
  • If you prefer manual install, download TCAMP.dll and copy it into BepInEx/plugins.
  • Launch the game.

Source/build notes:

  • Build references must be copied locally from your own Tiny Combat Arena and BepInEx install.
  • The repo intentionally does not redistribute game, Unity, BepInEx, Harmony, or other third-party DLLs.