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Releases: XIVIX134/TCAMultiplayerMod
Releases · XIVIX134/TCAMultiplayerMod
Release list
v0.4.1
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
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
- 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:portvalues are handled, and timeout messages explain the default/custom port path.
v0.3.1
- 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
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
- 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.dllSHA256 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
- 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
- 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
TCAMP v0.1
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.zipfrom the assets below. - Extract/copy its
BepInExfolder into your Tiny Combat Arena game folder. - If you prefer manual install, download
TCAMP.dlland copy it intoBepInEx/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.