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v0.7.1 — Avatars online, and a sign while a model loads

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@YuutaTsubasa YuutaTsubasa released this 11 Oct 05:26
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Changes

  • Online races with an AVATAR no longer close the other games (#95): when one player raced as AVATAR, a game without a custom model, such as a phone hosting the race, closed as the race loaded, and the others followed. That game had the Xbox avatar system off and could not load another player's AVATAR. Online play now always starts the avatar system. Other players see your AVATAR racing without a body, because model files are not sent between games. A second safeguard skips an avatar whose part data cannot be read, instead of closing the game.
  • A sign while your custom avatar loads (#95): a large VRM model used to stop the game for several seconds at start, so it looked frozen. The model now loads in the background, and the lower-left corner shows LOADING AVATAR MODEL with its progress until it is ready. Reading the file is also faster: a 230 MB model took about 8 seconds on a desktop.

Validation

  • The crash records: the host's log (an AYN Thor) showed its avatar system off, the remote AVATAR being loaded, and a read of address zero. The PC's crash dump, five seconds later, stopped in the game's avatar part code, on a part list whose parts could not be read.
  • Online with the avatar system started by online play: two games on one PC, both without a model, raced to the end with no errors.
  • Offline AVATAR race with a 230 MB VRM (Windows D3D12): window captures showed LOADING AVATAR MODEL at 52, 61, 73 and 86 % over the start-up screens while the game kept running; the model was ready after 7.9 s and rode in the race.
  • Not reproduced here: an online race with a player on AVATAR, because our scripted input could not choose AVATAR in the online lobby. Please tell us if an online race with AVATAR still closes a game.
  • Unit tests: CTest passed on Windows (145) and Linux (137). GitHub Actions builds passed (Windows, Linux, macOS, Android).
  • Windows package: completed race checks on D3D12 and Vulkan, every pipeline prepared and the save left unchanged.
  • Linux package: passed a Vulkan startup smoke test in WSL (all 455 pipelines prepared).
  • Android: this release was not run on a phone; the AYN Thor was in use. The Android builds contain both changes.
  • Android: the APKs keep the existing signing certificate.

Downloads

  • Windows x64: download and extract the Windows ZIP; run FreeRidersRecompiled.exe.
  • Linux x64: download and extract the Linux archive; run FreeRidersRecompiled.
  • Android 10 or later: prefer android10-arm64.apk.
  • Android 9: use android-arm64.apk.
  • Android version code: 38. The companion licence archive applies to both APKs.
  • Checksums: SHA256SUMS.txt.

Use your own game disc image. No game data, private saves or test overrides are included.

Known limitations

  • Online play:
    • Everyone should use the same version: a v0.7.0 game without a custom model can still close when another player races as AVATAR.
    • Tested on a home network only; playing over the internet needs TCP and UDP port 47800 forwarded to the host.
    • At most three players have been tested in one race.
    • Leaderboards, Xbox LIVE Party, voice chat and achievements are not supported.
  • Being investigated: the start-up crash on Vulkan 1.1 phones (Issue #88); a crash at start on a Galaxy Tab A9 (Mali-G57, Issue #1); a race crash on 4-core PCs (Issue #64; v0.6.11 has a fix, waiting for the reporter).
  • Relay Race: 2P vs 2P is not supported yet.
  • From v0.5.0: lighting has not been compared with the Xbox 360; no camera motion inference on Linux or Android; performance varies by device.