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0.2.4 — Jericho Co-op+ release candidate: your place in the story, display settings / кандидат в релиз: своё место в сюжете, настройки экрана

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@dolbaras dolbaras released this 23 Oct 10:10

Jericho Co-op+ 0.2.4, the release candidate of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign, also two players on one PC. The mod is now called Jericho Co-op+: besides the co-op mode it extends the story for co-op, adds settings the game lacks and works with the other mods. This version gives the players their place in the story (Ross's soul, Jones's projection, the squad), adds a display mode with a borderless window and the refresh rate to the game's own Video settings, shows the character's picture in the lobby and the mod's name in the main menu, and fixes everything a full review of the code found.

Install / update: with 0.2.3 installed, just start the game with the shortcut: it installs 0.2.4 by itself (the shortcut is renamed "Jericho Co-op+"). Otherwise extract the archive anywhere and run Install Co-op.bat (it finds the game, keeps a copy of every file it replaces, updates an older version and can remove the mod; Uninstall Co-op.bat in the game folder puts everything back). Every player needs the same version (the lobby says so when they differ). Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.2.3

  • Who the players are in the story. In the original you are Ross's soul, moving between the squad's bodies after his death; a second soul doing the same had no reason in the story. Now:
    • The host is Ross's soul.
    • The second player is Jones's astral projection. The game's own Jones can project himself into others and use their abilities. The second player is the first to join, or the split screen player 2 when nobody joined.
    • Both switch bodies freely. This works as in the original (squad menu, or aim at a squad member and press the switch key), from the scene at the big gates on. In Act 1, while Ross lives, nobody switches.
    • Jones adds a line after that scene. He says that his projection can now take any of them too.
    • The projection is cut while Jones is held. He can be lost (the Lost Patrol's main branch), possessed or caged. A hint says so, with the end of an astral projection's flash and sound, and the second player stays in the body they hold until he is free.
    • The third and fourth players are the squad members themselves. They keep their character: the other bodies are greyed out in their squad menu, and a hint says why. They move only when they must: the story takes their character, nobody is left to revive them, or no body is left (then they are the spirit). Downed, they wait for Rawlings while he can come.
  • Display mode and refresh rate in the game's Video settings. They are two rows after the resolution:
    • Display mode: Full screen, Window, or Borderless window (a window without a frame over the whole monitor). It changes at the next start.
    • Refresh rate: Auto, or one your monitor has at the resolution, in full screen.
    • With a borderless window, Auto aspect takes the monitor's ratio. With SMOD, its own setting decides full screen.
  • The character's picture in the lobby: the game's own art of the squad, your character on the left and a split screen player 2's on the right.
  • The mod's name and version in the main menu, on the left, as long as SMOD shows its own on the right (or at the start without SMOD).
  • Fixes from a full review of the code:
    • The game could never end. It did not end when every player was down and the only living bodies were ones nobody could move into (switched off, held by the story, on the other side of a split).
    • Act 1. Ross gets up again by himself as in the original, when Rawlings is alive.
    • Splits:
      • At the pillboxes, Rawlings is revived even if his player leaves during the soul walk.
      • A split screen player 2 in Rawlings no longer starts a soul walk with nobody to make it.
      • The bunker's console finishes when Cole's player has left.
      • At Brandenburg, holding the captive ends with the sacrifice, and the player's controls come back.
      • A downed split screen player 2 keeps to their side of a split.
    • Split screen player 2: they take another free body when their seat's character is not in the level.
    • Scenes and saves:
      • A first-person scene that never started gives the body and its controls back.
      • Each showing of a scene a failed QTE replays can be skipped again.
      • Continue works from the scenes between the last two chapters.
    • The last boss. The game no longer crashes when the boss's fire spirit has nobody left to chase (every player near it down or bound by the rune).
    • Russian hints: dashes and quotes in the mod's Russian hints show right.
  • Installer and updates:
    • Interrupted installs. The install record is written as the install goes and the version last, so an interrupted install can be removed or is retried.
    • One install at a time.
    • Administrator rights. A game folder under Program Files asks for them instead of failing.
    • Incomplete downloads. The installer checks the files it got against its list and works from its own copy. A shortcut started twice, which made 0.2.3 install half the files, now leaves the game as it was and tries again at the next start.
    • One launcher at a time.

Status: release candidate. Automated tests of the final build, on two PCs: the whole campaign in co-op (33 of 33 levels, from Alk_Desert to the last boss), 9 story splits (one crash with the last boss found and fixed, retested), Ross's soul and Jones's projection with seats 2 and 3, gamepads, a real Steam session, the display settings in full screen, a clean install and the update from 0.2.3 by the shortcut. A whole co-op playthrough by people is still to come: please report anything that goes wrong.

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) and with SMOD 1.0.3, Windows 10/11. No game files are included; the installer only sets the large-address-aware flag in the exe (original kept) and builds Pack1.packed from your own files.


Jericho Co-op+ 0.2.4 — релиз-кандидат кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания, в том числе вдвоём на одном ПК. Теперь мод называется Jericho Co-op+: кроме кооператива он расширяет сюжет для совместной игры, добавляет настройки, которых нет в игре, и работает с другими модами. В этой версии у игроков своё место в сюжете (душа Росса, проекция Джонса, бойцы отряда). В игровых настройках «Видео» появились режим экрана с окном без рамки и частота обновления. В лобби видна картинка персонажа, а в главном меню — название мода. Исправлено всё, что нашла полная проверка кода.

Установка / обновление: если стоит 0.2.3, просто запустите игру ярлыком: он сам установит 0.2.4 (ярлык переименуется в «Jericho Co-op+»). Иначе распакуйте архив куда угодно и запустите Install Co-op.bat (он найдёт игру, сохранит копию каждого заменяемого файла, обновит старую версию и умеет удалять мод; Uninstall Co-op.bat в папке игры всё вернёт). У всех игроков должна быть одна версия (лобби об этом скажет). Подробности, сетевые порты и как сообщить об ошибке — в README-COOP.txt в архиве.

Что нового по сравнению с 0.2.3

  • Кто есть кто в сюжете. В оригинале вы — душа Росса, которая после его гибели переселяется между бойцами отряда; вторая такая же душа сюжетом не объяснялась. Теперь:
    • Хост — душа Росса.
    • Второй игрок — астральная проекция Джонса. Джонс в самой игре умеет вселяться в других и пользоваться их способностями. Второй игрок — первый подключившийся или второй игрок сплитскрина, если никто не подключился.
    • Оба свободно переселяются между телами. Так же, как в оригинале (меню отряда или прицел на бойца и клавиша переключения), начиная со сцены у больших ворот. В акте 1, пока Росс жив, никто не переселяется.
    • После этой сцены звучит реплика Джонса. Он говорит, что его проекция теперь тоже может войти в любого.
    • Проекция обрывается, пока Джонс схвачен. Он может быть потерян (основная ветка «Потерянного патруля»), одержим или в клетке. Об этом говорит подсказка со вспышкой и звуком конца астральной проекции, и второй игрок остаётся в том теле, где был, пока Джонс не освободится.
    • Третий и четвёртый игроки — сами бойцы отряда. Они остаются в своём персонаже: остальные тела в их меню отряда серые, а подсказка объясняет почему. В другое тело они переходят, только когда иначе нельзя: сюжет забирает персонажа, некому поднять или не осталось тела (тогда это дух). Упав, они ждут Роулингса, пока он может прийти.
  • Режим экрана и частота обновления в игровых настройках «Видео». Это две строки после разрешения:
    • Режим экрана: Полный экран, Окно или Окно без рамки (окно без рамки на весь монитор). Меняется при следующем запуске.
    • Частота обновления: Авто или одна из частот монитора при этом разрешении, в полном экране.
    • В окне без рамки формат «Авто» берёт соотношение сторон монитора. Со SMOD полный экран задаёт его собственная настройка.
  • Картинка персонажа в лобби: арт отряда из самой игры, ваш персонаж слева, второго игрока сплитскрина — справа.
  • Название и версия мода в главном меню: слева, столько же, сколько SMOD показывает свою надпись справа (без SMOD — на старте).
  • Исправления по полной проверке кода:
    • Игра могла не заканчиваться. Она не заканчивалась, если все игроки упали, а живыми оставались только тела, в которые никто не мог перейти (выключенные, занятые сюжетом, на другой стороне разделения).
    • Акт 1. Росс сам встаёт, как в оригинале, если Роулингс жив.
    • Разделения:
      • У дотов Роулингса поднимают, даже если его игрок ушёл во время Пути душ.
      • Второй игрок сплитскрина в Роулингсе больше не запускает Путь душ, который некому пройти.
      • Пульт бункера доделывается, если игро...
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0.2.3 — squad orders per player, synced objects, self-updating shortcut / приказы каждому игроку, общие предметы, ярлык с автообновлением

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@dolbaras dolbaras released this 23 Oct 04:11

Seventh test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign, also two players on one PC. This one gives each player their own fire team to command, makes breakable and movable objects the same on every screen, fixes the remaining review findings, has the playthrough bot through every level and both branches of the Lost Patrol, and brings a shortcut that keeps the mod up to date by itself.

Install / update: extract the archive anywhere and run Install Co-op.bat (its window finds the game, keeps a copy of every file it replaces, updates an older version and can remove the mod; Uninstall Co-op.bat in the game folder puts everything back). Every player needs the same version (the lobby says so when they differ): 0.2.2 and 0.2.3 cannot play together. Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.2.2

  • Squad orders per player. "Follow me" and "Hold position" used to move the whole AI squad after the host, and a joining player's orders did nothing. Now each fire team follows one player: in Act 1, while Ross lives, Ross's player leads everyone (as in the original); after that Alpha (Jones, Cole, Delgado) and Omega (Church, Rawlings, Black) are each led by the first player (host, then the first client, then the others) whose character is in it, and a team with no player in it goes to the first player who leads nothing yet, so two players lead a team each and a third and fourth lead none. When the squad is split up (a story split, a branch), the AI members follow the player they are with. An order for a team someone else leads tells you who leads it; a hint says what you lead.
  • Breakable objects break for everyone. Crates, barrels, bottles, chairs, tables, lamps and the like are now synced however the level names them (only a few named "OB_..." were before): one broken by any player breaks on every screen, also for a player who joins later.
  • Moved objects stay put for everyone. A crate or barrel pushed, knocked over or thrown (Black's telekinesis) comes to rest in the same place on every screen; the machine that moved it tells the host, which places it for the others.
  • The Lost Patrol's merge no longer crashes: a player back from the side branch is a spirit until the rescue scene; skipping that scene could close the game (the spirit's camera was current as the scene ended, and the scene's own camera stayed tied to the deleted scene). Both branches were played through by the bots on two PCs, the merge and the skip included, and the session went on into Rome.
  • A downed player stays on their side of a story split. While the story splits the squad (Church's climb in the sewers, Delgado in the fire, Cole at the bunker's console, Alpha cut off in the dig and at the tomb, Church alone on the far side of the abyss, Cole and Rawlings at Brandenburg), a player whose body goes down moves only into a free squad member on the same side; with none they wait for Rawlings' revive, so nobody lands by accident in a character doing the other task. The host tells every client the sides.
  • Language changes at once: changing the game's language in the options while playing now changes every hint and message of the mod right away (before, only the menus until the next level).
  • Smaller fixes: your own character no longer stays invisible after astral projection, SMOD's third-person view or a death once its first-person fix had hidden it; enemies waiting for the story (an ambush) are no longer woken early by a joining player standing in their sight; a joining player who loads before the host no longer has the level's enemies switched off; at the pillboxes the rest of the level's script no longer fails on a joining player's machine; a level load is never started twice; the installer shows any unexpected error instead of closing silently.
  • A shortcut that keeps the mod up to date. The installer now puts a "Jericho Co-op" shortcut on the desktop and in the Start menu (the game's own icon with a co-op badge, made from your game's exe; SMOD's starter has an NVIDIA icon). Before starting the game it asks GitHub for the newest release of the mod: when there is a newer one it downloads it, checks it against the release's SHA-256, runs its installer for your game folder (the window closes by itself) and then starts the game; offline or on any problem the game simply starts. From 0.2.3 on, later versions arrive this way. The installer also updates an older version in place, as before, and "Uninstall Co-op.bat" removes the shortcuts too.
  • Credits: MAK-PIVO's fork, whose work went into 0.2.1, is no longer public; its credit stays.

Checked, nothing to fix: fire areas hurt a joining player as they should (the game sets their life directly); "session full" reaches the joining player before the connection closes.

Status: The playthrough bot (now turning, aiming and stepping aside more like a person) walked every level of Acts 2-6 on two PCs (Act 1 earlier) without finding a wall only one player meets, and played both branches of the Lost Patrol through the merge. Cutscenes taking a joining player's controls (0.2.1's report): the scenes of the first eight missions played unskipped on both PCs ran the same length (within 0.4 s) and left the controls the same on both, so it is still not reproduced. Breaking and moving objects checked both ways between two PCs; squad leaders checked with a host and a joining player (following, holding, orders refused for a team someone else leads, Act 1's Ross rule). Before the release the full regression passed (the campaign by two players, 34 level loads to the end without a crash; nine combinations of graphics options without engine errors or missing textures), and all nine story splits were played with a real host and a joining player on two PCs: on each the split's waves, sides and notices started and ended, and a fallen player never moved to the other side. Please keep reporting: Issues, with Documents\Codemasters\Clive Barker's Jericho\Coop\coop.log (and an F11 clip if you can).

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) and with SMOD 1.0.3, Windows 10/11. No game files are included; the installer only sets the large-address-aware flag in the exe (original kept) and builds Pack1.packed from your own files.


Седьмая тестовая версия кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания, в том числе вдвоём на одном ПК. В этой версии каждый игрок командует своей группой отряда, разрушаемые и двигаемые предметы одинаковы на всех экранах, исправлены оставшиеся находки проверок кода, а бот прохождения прошёл все уровни и обе ветки «Потерянного патруля». Новый ярлык сам обновляет мод.

Установка / обновление: распакуйте архив куда угодно и запустите Install Co-op.bat (его окно само найдёт игру, сохранит копию каждого заменяемого файла, обновит старую версию и умеет удалять мод; Uninstall Co-op.bat в папке игры всё возвращает). Версия должна быть одинаковой у всех игроков (лобби об этом скажет): 0.2.2 и 0.2.3 вместе играть не могут. Подробности, порты и как сообщить об ошибке — в README-COOP.txt внутри архива.

Что нового по сравнению с 0.2.2

  • Приказы отряду — у каждого игрока свои. Раньше «За мной» и «Стоять» вели весь отряд ИИ за хостом, а приказы подключившегося игрока ничего не делали. Теперь каждая группа следует за одним игроком: в акте 1, пока жив Росс, всем командует игрок за Росса (как в оригинале); дальше «Альфой» (Джонс, Коул, Дельгадо) и «Омегой» (Чёрч, Роулингс, Блэк) командует первый игрок (хост, затем первый клиент, затем остальные), чей персонаж в этой группе, а группа без игроков достаётся первому игроку, у которого группы ещё нет: двое игроков командуют каждый своей группой, третий и четвёртый — никакой. Когда отряд разделён (сюжетное разделение, ответвление), бойцы ИИ следуют за игроком, с которым они рядом. Приказ группе, которой командует другой, подскажет, кто ею командует; подсказка скажет, чем командуете вы.
  • Разрушаемые предметы ломаются у всех. Ящики, бочки, бутылки, стулья, столы, лампы и подобное теперь синхронизируются, как бы их ни назвал уровень (раньше — только немногие с именами «OB_...»): предмет, сломанный любым игроком, сломан на всех экранах, и у игрока, подключившегося позже, тоже.
  • Сдвинутые предметы стоят одинаково у всех. Ящик или бочка, которые толкнули, опрокинули или бросили (телекинез Блэк), останавливаются в одном и том же месте на всех экранах: машина, где предмет сдвинули, сообщает хосту, а он ставит его у остальных.
  • Слияние «Потерянного патруля» больше не роняет игру: игрок, вернувшийся из ответвления, до сцены спасения остаётся духом; пропуск этой сцены мог закрыть игру (в конце сцены текущей была камера духа, а камера самой сцены оставалась привязанной к удалённой сцене). Обе ветки пройдены ботами на двух ПК, вместе со слиянием и пропуском сцены, и сессия пошла дальше, в Рим.
  • Упавший игрок остаётся на своей стороне сюжетного разделения. Пока сюжет разделяет отряд (подъём Чёрч в канализации, Дельгадо в огне, Коул у пульта бункера, «Альфа», отрезанная на раскопе и у гробницы, Чёрч одна на той стороне пропасти, Коул и Роулингс в Бранденбурге), игрок, чьё тело упало, переселяется только в свободного бойца на той же стороне; если такого нет — ждёт, пока его поднимет Роулингс, так что никто случайно не окажется в персонаже, который выполняет другую задачу. Стороны всем клиентам сообщает хост.
  • Язык меняется сразу: если сменить язык игры в настройках во время игры, все подсказки и сообщения мода сразу переходят на него (раньше — только меню, до следующего уровня).
  • Мелкие исправления: ваш персонаж больше не остаётся невидимым после астральной проекции, вида от третьего лица SMOD или смерти, есл...
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0.2.2 — fixes from the first Steam session, six languages, new installer / исправления по первой игре через Steam, шесть языков, новый установщик

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@dolbaras dolbaras released this 22 Oct 18:21

Sixth test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign, also two players on one PC. This one fixes what a first real two-player session over Steam (missions 1–8, thanks to everyone who played and reported) turned up: enemies that ignored the other players, walls only the joining player ran into, scripts taking that player's controls, actions the host never saw, Ross stuck in Act 1. It also brings the mod (and SMOD's menus) in six languages, a new installer window with a progress bar, and more aspect ratios in the game's own option for wide and ultrawide screens.

Install / update: extract the archive anywhere and run Install Co-op.bat (it finds the game, keeps a copy of every file it replaces, updates an older version and can remove the mod; Uninstall Co-op.bat in the game folder puts everything back). Every player needs the same version (the lobby says so when they differ): 0.2.1 and 0.2.2 cannot play together. Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.2.1

  • Enemies fight every player. The game gives enemies targets only among the squad members the AI drives, so they shot the host's squad and walked past the players who joined; those players never took damage. Enemies now pick the nearest human too, and their hits reach that player.
  • The same enemies on every screen. Enemy generators filled their groups on each machine with their own random enemies, so a joining player fought enemies the host did not have (their hits counted nowhere) and saw enemies that were already dead on the host. Generators now run on the host only; every enemy has the host's name and place, and an enemy the host no longer has is removed for the others.
  • No more walls only the joining player runs into (the prologue's tomb, "everyone passes, I walk into a wall in the arches"). The levels switch invisible blockers off at the end of a team talk or of a walk of "the player"; on a joining player's machine that end did not always come. The blockers now follow the host. In the tomb, the scene where Alpha leaves no longer locks the joining player's controls and walks their character off.
  • Cut off from the squad? When the story shuts a door or a passage behind whoever went first (the bunker entrance, collapsing columns), or you are far from the host for a while, a hint offers to hold T (gamepad: both sticks pressed) to be put next to the host's character.
  • Scripts no longer take a joining player's controls. Story steps meant for "the player" ran on every machine for every player's own body: locked controls, the AI walking the body across the level (pillboxes' vantage point, the bunker's walk to Rawlings), turns toward each speaker in a conversation. They now act only where they belong: a turn toward someone is left to the player, a lock is lifted when it is the player's own turn, a long walk becomes a short one.
  • Your character's story actions are yours. Black's telekinesis on the prologue's rubble and the like: the player holding that character gets a hint where to go; using a power there (or standing there a moment) does it. Only if they don't within 25 s does the AI walk the character there and do it. "Take control" (Y) of a character needed for an action now really moves you into it.
  • The host sees what the other players do: their melee strikes, reloads and powers (Church's blade combos and spell, Black's telekinesis, Cole's hack, Rawlings' and Jones' powers) now play on their bodies on the other screens; before, only their shots showed.
  • Act 1's Ross for the other players: he follows the host (he stood at the start of the level), moves smoothly, his flashlight shows, his strikes and reloads play, and he has a name plate like the others.
  • First person with SMOD: SMOD's "camera animations off" also froze the camera of scripted first-person actions (Cole's console hack and other scripted moments), and its 90° view made them look too close or too far. Those actions now keep the game's camera and its 75° view while they play; your SMOD setting stays for everything else.
  • Aspect ratio: the game's own Configuration → Video → Aspect ratio now has more choices: Auto (from the screen resolution, the default), 4:3, 5:4, 16:10, 16:9, 21:9 (2560x1080), 21:9 (3440x1440), 32:9. No new menu entry: the same option, extended. The choice is kept (the game's player profile used to put its own value back at the main menu). Split screen fills each half on a wide screen.
  • The mod speaks your language: English, Russian, German, French, Spanish and Italian, following the game's language setting; SMOD's menu entries are translated too. The installer has the same six languages (Windows' language first, a list in its window to change it).
  • New installer window: the steps it goes through, a progress bar (also on the taskbar button), how many minutes are left while it builds the cutscene animations from your game files, a log, and a clear result page (with what to do if something failed). Updating and removing work from the same window; Uninstall Co-op.bat asks once and shows the progress too.
  • Two crashes fixed: the game could close with an error when its code looked up the player of a first-person model that belongs to no player on that PC: in a session on a joining player's machine (seen in Rome's outskirts), and in split screen when a player struck in melee (often, also in 0.2.1). Both are found by their crash address and fixed; the split screen tests that crashed 4 times in 6 now run clean.
  • Other players' bodies stand on the ground: they could sink up to knee depth into the floor or float above it on slopes and stairs. Their height now follows their player's exactly; their crouching shows (it did not before) and SMOD jumps show their full height.
  • Hints no longer draw over each other: "Cut off from the squad?", "Delgado is needed here", story lines and the like move apart when shown at once.
  • Works with "Clive Upscaler's Jericho" (2x textures, nexusmods.com/clivebarkersjericho/mods/8, needs SMOD and DXVK; DXVK 3.1.1's x32\d3d9.dll into the game's bin folder): checked with all 33 levels, split screen and F11 clips; Act 1's Ross for the other players gets the upscaled textures too.
  • Story parts that ran on the host only now happen for everyone: level scripts that count events before going on (doors opening after a fight, the next trigger switched on, the squad revived) skipped everything after the count on a joining player's machine. Bodies the story switches off or on (a character leaving for a while) now follow the host, and in the sewers a player holding Black or Delgado is no longer switched off with the AI's. The palace's crank can be used by a joining player's Jones.
  • Smaller fixes: a downed player is no longer moved into a body the story is using (seen: the view stuck behind Cole's head at the bunker console), and a player's own model drawn in first person is hidden; Black's telekinesis arm animation no longer plays in every player's view when someone else uses it; damage from barrels and thrown objects counts once (it could count twice for a joining player); two players taking the same free character at once no longer end up both driving it (split screen's player 2 too: moved to a free character); a full lobby now says so instead of "Connecting..." forever; time slow-down from a power is no longer applied twice; split screen player 2 fixes (story walks, SMOD's checkpoint heal); one failing network message no longer stops the rest.
  • Cutscenes taking a player's controls while the host walks: not reproduced: a first-person scene (the tomb's blood door) and a QTE scene ran on both PCs for the same time and gave control back together. If you see it again, an F11 clip right after and the log would help; the log now records every change of who holds a player's controls.
  • About Act 1's splits: the squad does split in Act 1 (Alpha goes on a recon in the tomb, only Ross and Rawlings go down into the first bunker); that is the original story. Players holding Alpha's characters get their own part to play (cultist waves) instead of watching.

Status: every fix above was checked in a session between the two test PCs (the host on one, the joining player on the other), most with virtual gamepads and recorded; the new menu option and hints were gone through like a player with a virtual gamepad and checked on screen. A playthrough bot (the game's AI scouts the next story trigger, both players follow and do their characters' actions) walked through levels of Acts 1 and 2 without finding a wall only one player meets. A session with SMOD, the co-op and Clive Upscaler's textures on both machines (jumps, crouching, Act 1's Ross) ran without a fault. Regression before release: the whole campaign (33 levels) over the LAN with a split screen player 2, the split screen suite with virtual gamepads, and a session between two real Steam accounts. Please keep reporting: Issues, with Documents\Codemasters\Clive Barker's Jericho\Coop\coop.log (and an F11 clip if you can).

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) and with SMOD 1.0.3, Windows 10/11. No game files are included; the installer only sets the large-address-aware flag in the exe (original kept) and builds Pack1.packed from your own files.


Шестая тестовая версия кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания, в том числе вдвоём на одном ПК. Эта версия исправляет то, что показала первая настоящая игра вдвоём через Steam (миссии 1–8, спасибо всем, кто играл и писал): враги, не замечавшие других игроков, стены, в которые упирался только подключившийся игрок, скрипты, забиравшие у ...

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0.2.1 — Steam, smoother play and the fork's work, split screen fixed / Steam, плавная игра и работа форка, исправленный сплитскрин

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@dolbaras dolbaras released this 22 Oct 01:03

Fifth test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign, also two players on one PC. This one finishes what 0.2.0 left open: Jones's astral projection in split screen, the co-op story parts that could stop a level, and the "own eyes" cutscenes. It also brings in the work of MAK-PIVO's fork: playing through Steam, shared QTEs, much smoother movement and the powers, doors and objects kept the same for everyone.

Install / update: extract the archive anywhere and run Install Co-op.bat (it finds the game, keeps a copy of every file it replaces, updates an older version and can remove the mod; Uninstall Co-op.bat in the game folder puts everything back). Every player needs the same version (the lobby says so when they differ). The installer builds the cutscene animations and Ross's model from your game files (a minute or two; Python comes with the mod). Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.2.0

  • From MAK-PIVO's fork (MAK-PIVO/jericho-coop, MIT), adapted and tested here:
    • Network choice when creating a game: local network or Steam, each with its own way in. Steam needs no ports or IPs: "Join through Steam" lists your Steam friends' games, the host can invite friends from the lobby. Steam is used only when chosen; the mod then runs as Valve's free sample app "Spacewar" (coop\steam_api.dll from Steamworks.NET 2025.164.1, see STEAM-NOTICE.txt). Tested between two real Steam accounts on two PCs (that first test found every message dropped: the fork read the sender at the wrong place; fixed). Steam's overlay invite dialog does not open in this game, so "Invite friends (Steam)" lists your friends online in the co-op menu and invites the one you pick.
    • QTE setting "all players, one success": everyone gets the QTE and it passes when at least one player succeeds (the host decides what follows). "As in the game" and "automatic" stay.
    • Smoother movement of the other players and enemies: the world is sent 20 times a second with timestamps and played back smoothly (in our measurement the visible jumps of a running player went from 23 a minute to none). 0.2.0 and 0.2.1 cannot play together.
    • Powers act in the host's world: Black's telekinesis, Church's runes, fire, Delgado's Ababanili, the ghost bullet and the others now take effect for everyone, not only on the screen of the player who used them.
    • Doors and destroyed objects are the same on every screen, also for a player who joins later.
    • Controls never stay locked: a client whose controls stay taken for 12 s outside a scene, a held action or a story part gets them back.
    • Bosses hurt by every player: Nanna, Utu, the gladiator and the puppet god take damage only on their weak spot, and a network player's hits never counted on them; now they do (checked: a client's shot into Nanna's heart halves her life, into her head does nothing, as in the game).
    • Rawlings' powers over the network: his curse, calm and heals act on the other players and on the host's enemies, and a cursed enemy's life goes to whoever it feeds.
    • After a melee hit the host's player no longer runs four times faster (the game restores time by itself after the hit's slow-motion).
    • While waiting downed for Rawlings, the camera follows the nearest teammate; on Sum_Ziggurat_Meat a client no longer ends up as a spirit (the level starts with the squad still teleporting in); menu lines no longer creep upwards when changed.
    • Fixed by us on the way: with Steam's overlay in the game the gamepads went dead (they are now read past it), the Steam lobby did not fit the screen, and a power that cannot act (no target, no charge) is no longer reported to the host (the game calls Jones's telekinesis even then).
  • Split screen: each player sees the other one whole. Player 1 was seen by player 2 as a weapon alone, and each player's first-person arms and weapon also showed in the other half, floating at that player or sticking out of their body (found by the owner; it happened with every character). The engine decides some of this itself every frame; the mod now steers it for each half. Player 2 sometimes had no arms or weapon in their own view (Delgado from the lobby): fixed too.
  • Jones's astral projection in split screen, both ways. While one player is out of the body, the other keeps playing from their own gamepad (walk, turn, aim, fire, sprint) with a simple crosshair and ammo count (the game hides its own HUD then), and the green astral tint stays in the projecting player's half. Player 2's projection is steered with player 2's own gamepad; if it is cut short (Jones down, body lost), both get their controls back. Player 1 on keyboard and mouse waits while player 2 projects.
  • Gamepads plugged in or out during play are assigned again within a few seconds (player 2 first), with a short message.
  • Player 2's damage on the bosses (Gladiator, Nanna and Utu count only hits on their weak spot) now counts exactly like player 1's; checked with both players hitting the same spots.
  • Split screen HUD: the full-screen fade check no longer reads back the engine's write-only vertex buffer (a Direct3D gray area that some drivers may not support); the engine's own writes are kept instead, at the same frame rate.
  • Found by playing through the menus like a player (virtual gamepads, a clean install made by the installer):
    • With a split screen player 2 picked in the lobby, every level waited 90 s before it started (player 2 was counted as a network player who never loads).
    • A network client's split screen player 2 could not use objects, set off its character's story actions or revive anyone (the host refused them as coming from the wrong player), and nobody decided the QTE of a scene it held.
    • Act 1: the other players saw Ross as a pair of hands with a pistol in the air (his own model has no textures). He is now shown with his full body (the model his cutscenes use).
    • Split screen: hints, messages and the power icons were sometimes drawn in the other player's half or over the whole screen, flickering. Each player's HUD is now drawn in their own half, the hint in its box as in the original game.
    • The LAN list stayed empty on PCs with a VPN adapter (Radmin VPN, ZeroTier...): the search now goes to every network.
    • A network client stood in the level while the host watched the desert's helicopter and landing scenes; a client with a split screen player 2 could crash right after a first-person scene. Both fixed.
    • A scene skipped in its first moments could leave a client without a body; it is now given back after 2 s.
    • Menu rows no longer slide over each other (session settings, LAN list).
  • Act 1, Ross as the other players see him: one Ross, in his full model, with a textured rifle. Before, his own (untextured, with SMOD full) model was still drawn inside the stand-in: two Rosses (found playing with SMOD). His rifle was checkered (no texture where his model looks for it): the installer now builds a fixed copy of the model from your game files. His short movements (a glance aside, stopping, starting to fire) no longer repeat over and over, which made his arms and rifle jerk.
  • SMOD: SMOD's layout does not read Pack1.packed, so with SMOD the "own eyes" cutscene bodies (and now Ross's model) were missing; the installer puts the built files next to the game's own there.
  • F11 saves the last 30 seconds as a video (Documents\Codemasters\Clive Barker's Jericho\Coop\clip-<date>-<time>.avi) to attach to a bug report. Only what the game draws, kept in memory; nothing is written before F11.
  • Installer: Python comes with the mod (python.org's embeddable build), so the cutscene animations and Ross's model are built for everyone; the game's exe is marked large address aware (4 GB instead of 2 GB of memory; retail exe only, the original is kept and restored on uninstall); no longer fails on a PC without a D: drive or when the archive is extracted into the game folder itself.
  • Co-op story parts that could stop a level, fixed:
    • Brandenburg gate: with a player holding Cole or Rawlings on the gate top, the sacrifice scene went black and the level never ended.
    • Bunker (temporal restoration): with a player holding Cole, the level never ended after the restoration (the last talk was written for the game's stand-in Cole and never finished).
    • Tomb (Alpha's recon): the cultist waves could come twice.
  • "Own eyes" cutscenes (experimental session setting): looks at the people a viewer can actually see when the speaker or the group is behind a wall or a pillar; leans past a body right in front of the eyes and stays there instead of swaying; the head of the scene's character turns less far. The original camera takes over much less often (in the longest cases from 1–3 minutes down to seconds); it still does where a character really cannot see the scene.
  • Split screen polish: the green astral tint, the damage blur setting and the name plates are each player's own; player 2's scheduled power effects end correctly after a body switch; the power icons no longer catch short subtitles; no change to single player when split screen was never on.
  • Cole's mine launcher, every power and the whole campaign were run again by player 2 in split screen.

Status: the parts from the fork were each tested over the network (smoothness measured before/after; doors, every reported power, shared QTE win/fail, the control watchdog; Jones's astral projection played from a gamepad by a network client: going into an enemy, pyrokinesis burning on the host, a telekinesis push staggering the host's enemy), Steam joins between two PCs ran 6 levels with a split screen player 2, a session betwee...

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0.2.0 — split screen and own-eyes cutscenes done right / сплитскрин и катсцены «своими глазами» доведены

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@dolbaras dolbaras released this 20 Oct 16:45

(0.2.0 is the release first published as "0.2", renamed to three-part version numbers.)

Fourth test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign, also two players on one PC. This one is about making the split screen and the "own eyes" cutscenes right.

Install / update: extract the archive anywhere and run Install Co-op.bat (it finds the game, keeps a copy of every file it replaces, updates an older version and can remove the mod; Uninstall Co-op.bat in the game folder puts everything back). Every player needs the same version: the lobby now says so when they differ. With Python 3 installed, the installer rebuilds the cutscene animations (a few minutes). Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.1.2

  • Split screen works on a normal launch. In 0.1.2 the split screen came up right only in the test setup; started as a player starts the game, it showed player 2's view on the whole screen. Fixed.
  • Split screen HUD in its own shape. Each half shows the whole picture with black bars at the sides; the HUD keeps its normal proportions (no more squashed HUD and crosshair), its corners (weapons and ammo, powers, squad, SMOD's health) sit on the bars at the screen's edges, and only the crosshair, messages and subtitles stay over the picture. No more HUD parts jumping between the picture and the bars, no flicker of the power icons.
  • Each player sees their own things. Your own arms, the other player's whole body (not their floating arms), and the screen effects of a power (blur, colours, noise) only in the half of the player who uses it.
  • Every power works for player 2: Black's telekinesis combo and ghost bullet (the HUD comes back after it), Church's runes, Cole's loops, Delgado's ababanili and fire barrier, Jones's astral projection (it now starts for player 2 and shows in their half; while it lasts the other character waits, the game has one set of controls for it), Rawlings's ghost heal, curse and calm; rumble and explosion shake on player 2's pad and view.
  • SMOD health counter for player 2.
  • Cutscenes through your own eyes (experimental session setting), directed: you look at whoever speaks, answer the one who spoke when your own character talks, and otherwise follow what the scene shows (the group it frames, not the wall behind it). Where your character's eyes cannot see the scene (a wall, someone right in your face, the helicopter going down) the original camera takes over for that moment.
  • The scene's character as a full body looks right: no more arm raised into the air (Ross in the helicopter), the body no longer shivers with the camera shake, and it walks where the game only moved its camera (Delgado no longer glides across the hall in The Trap).
  • "File access error, retry?" in a cutscene (the last animation of the torture scene) is gone; the installer repairs an older animation pack.
  • Version check in the lobby and when joining a running game.
  • N.B. for 0.1.2 users: 0.2.0 cannot play with 0.1.2; everyone updates.

Status: the whole campaign (33 levels) runs through in automated tests on two PCs over a LAN with a split screen player on one of them; every power was run by player 2 and player 1 in split screen with a scripted gamepad; every first-person cutscene was recorded in the own-eyes view and checked. Real gamepads: please tell how it plays. Bugs: Issues, with Documents\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) and with SMOD 1.0.3, Windows 10/11. No game files are included; the game's exe is not modified.


(0.2.0 — это релиз, опубликованный сначала как «0.2», переименован под трёхзначные номера версий.)

Четвёртая тестовая версия кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания, в том числе вдвоём на одном ПК. Эта версия доводит сплитскрин и катсцены «своими глазами».

Установка / обновление: распакуйте архив куда угодно и запустите Install Co-op.bat (он сам найдёт игру, сохранит копию каждого заменяемого файла, обновит старую версию и умеет удалять мод; Uninstall Co-op.bat в папке игры всё возвращает). Версия должна быть одинаковой у всех игроков: теперь лобби об этом скажет, если версии разные. Если установлен Python 3, установщик пересоберёт анимации для катсцен (несколько минут). Подробности, порты и как сообщить об ошибке — в README-COOP.txt внутри архива.

Что нового по сравнению с 0.1.2

  • Сплитскрин работает при обычном запуске. В 0.1.2 сплитскрин правильно включался только в тестовой среде; при запуске игры как у игрока на весь экран показывался вид второго игрока. Исправлено.
  • HUD сплитскрина в своих пропорциях. В каждой половине видна вся картинка с чёрными полосами по бокам; HUD больше не сплющен (и прицел тоже), его углы (оружие и патроны, способности, отряд, здоровье SMOD) стоят на полосах у краёв экрана, а над картинкой остаются только прицел, сообщения и субтитры. Части HUD больше не прыгают между картинкой и полосами, значки способностей не мигают.
  • Каждый видит своё. Свои руки, второго игрока целиком (а не его висящие в воздухе руки), и экранные эффекты способностей (размытие, цвет, шум) — только в половине того, кто ими пользуется.
  • Все способности работают у второго игрока: комбо телекинеза и пуля-призрак Блэк (HUD после неё возвращается), руны Чёрча, петли Коула, абабанили и огненный барьер Дельгадо, астральная проекция Джонс (теперь включается у второго игрока и видна в его половине; пока она идёт, персонаж второго ждёт — управление для неё в игре одно на всех), лечение, проклятие и успокоение Роулингса; вибрация и тряска от взрывов — на геймпаде и в виде второго игрока.
  • Счётчик здоровья SMOD у второго игрока.
  • Катсцены «своими глазами» (экспериментальная настройка сессии) с режиссурой: вы смотрите на того, кто говорит, отвечаете взглядом тому, кто говорил, когда говорит ваш персонаж, а в остальное время следите за тем, что показывает сцена (на группу в кадре, а не на стену за ней). Где глазами персонажа сцену не увидеть (стена, кто-то вплотную, падение вертолёта), на этот момент включается камера оригинала.
  • Персонаж сцены в полный рост выглядит правильно: больше нет руки, задранной в воздух (Росс в вертолёте), тело не трясётся вместе с камерой и идёт шагом там, где игра двигала только его камеру (Дельгадо больше не скользит по залу в «Ловушке»).
  • «File access error, retry?» в катсцене (последняя анимация сцены пыток) больше не появляется; установщик чинит старый пакет анимаций.
  • Проверка версии в лобби и при подключении к идущей игре.
  • Для тех, у кого 0.1.2: 0.2.0 не играет с 0.1.2, обновиться должны все.

Статус: вся кампания (33 уровня) проходит в автоматических тестах на двух ПК по LAN со вторым игроком на сплитскрине на одном из них; все способности прогнаны вторым и первым игроком в сплитскрине со скриптовым геймпадом; все катсцены от первого лица записаны в режиме «своими глазами» и просмотрены. Настоящие геймпады — пожалуйста, напишите, как играется. Ошибки — в Issues, с файлом Документы\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Проверено на розничной DVD-версии (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) и со SMOD 1.0.3, Windows 10/11. Файлы игры не входят в архив; exe игры не изменяется.

Archive SHA-256: 739f0ac928f46724b138ebbaa58aabce1a4cd86036a871af6888b37d5a723628

0.1.2 — split screen in one game / сплитскрин в одной игре

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@dolbaras dolbaras released this 20 Oct 06:36

Third test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign — now also two players on one PC.

Install / update: extract the archive anywhere and run Install Co-op.bat (it finds the game, keeps a copy of every file it replaces, updates an older version and can remove the mod; Uninstall Co-op.bat in the game folder puts everything back). Every player needs the same version. Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.1.1

  • Split screen in one game (replaces the experimental two-window version). A second player on the same PC: in the lobby pick "Player 2 (gamepad)" and a character. The screen is split top and bottom, each player has their own view, HUD, first-person weapon, squad selector and powers. It works in your own game and when you join someone else's, together with online players (up to 4 in a session).
    • Built on the engine's own split screen leftovers from its Scrapland days (four users, a camera and HUD per user, the second gamepad driving the second user's body). The engine draws one camera per frame, so the views take turns: each view runs at half your frame rate.
    • Gamepads are picked automatically: with two connected, player 1 has the first (plus keyboard and mouse) and player 2 the second; with one connected, it is player 2's and player 1 plays with keyboard and mouse.
    • In menus and cutscenes the screen is whole again and both gamepads work there (pause, help, QTEs).
    • Player 2 goes down, is revived by Rawlings and moves into a free body like any player; when the story takes their character away they move to a free one.
  • Other players' flashlights are now visible: a beam from their weapon, following where they look (with or without SMOD).
  • Name plates sit just above the head (they follow crouching) and are hidden while a menu is open.
  • Engine audit: the Scrapland network code left in the engine was studied (docs/scrapland-engine-audit.md in the repository): it cannot replace the co-op's own network code (one reliable message at a time, no replication for Jericho's characters, parts locked inside the copy protection), but its split screen and multi-user parts are what the new split screen is built on.

Status: the whole campaign (33 levels) runs through in automated tests on two PCs over a LAN, also with a split screen player on one of them, and every cutscene is compared with the original frame by frame. Split screen was tested with a scripted gamepad; please report how it plays with real ones. Bugs: Issues, with Documents\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) and with SMOD 1.0.3, Windows 10/11. No game files are included; the game's exe is not modified.


Третья тестовая версия кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания — теперь и вдвоём на одном ПК.

Установка / обновление: распакуйте архив куда угодно и запустите Install Co-op.bat (он сам найдёт игру, сохранит копию каждого заменяемого файла, обновит старую версию и умеет удалять мод; Uninstall Co-op.bat в папке игры всё возвращает). Версия должна быть одинаковой у всех игроков. Подробности, порты и как сообщить об ошибке — в README-COOP.txt внутри архива.

Что нового по сравнению с 0.1.1

  • Сплитскрин в одной игре (вместо экспериментального варианта с двумя окнами). Второй игрок на том же ПК: в лобби выберите «Игрок 2 (геймпад)» и персонажа. Экран делится на верх и низ, у каждого игрока свой вид, HUD, оружие от первого лица, меню отряда и способности. Работает и в своей игре, и при подключении к чужой, вместе с игроками по сети (в сессии до 4 игроков).
    • Сделано на остатках сплитскрина самого движка со времён Scrapland (четыре пользователя, камера и HUD на каждого, второй геймпад управляет телом второго пользователя). Движок рисует одну камеру за кадр, поэтому виды чередуются: у каждого половина вашей частоты кадров.
    • Геймпады назначаются сами: если подключены два, у игрока 1 первый (и клавиатура с мышью), у игрока 2 второй; если один, он у игрока 2, а игрок 1 играет клавиатурой и мышью.
    • В меню и катсценах экран снова целый, и там работают оба геймпада (пауза, помощь, QTE).
    • Игрок 2 падает, его поднимает Роулингс, он переходит в свободное тело, как любой игрок; если сюжет забирает его персонажа — переходит в свободного.
  • Фонари других игроков теперь видны: луч от оружия туда, куда смотрит игрок (со SMOD и без).
  • Таблички с именами висят прямо над головой (опускаются при приседании) и прячутся, пока открыто меню.
  • Аудит движка: изучен оставшийся в движке сетевой код Scrapland (docs/scrapland-engine-audit.md в репозитории): заменить им сетевой код кооператива нельзя (одно надёжное сообщение за раз, нет репликации персонажей Jericho, часть кода закрыта защитой от копирования), а его части для сплитскрина и нескольких пользователей легли в основу нового сплитскрина.

Статус: вся кампания (33 уровня) проходит в автоматических тестах на двух ПК по LAN, в том числе со вторым игроком на сплитскрине на одном из них, каждая катсцена сверена с оригиналом кадр в кадр. Сплитскрин проверен со скриптовым геймпадом; пожалуйста, напишите, как он играется с настоящими. Ошибки — в Issues, с файлом Документы\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Проверено на розничной DVD-версии (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) и со SMOD 1.0.3, Windows 10/11. Файлы игры не входят в архив; exe игры не изменяется.

Archive SHA-256: e6a3a2a0f27f375c0cca66bb5df0648d3d2c73b4a6150f81a4564af6a06324f9

0.1.1 — second test build / вторая тестовая версия

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@dolbaras dolbaras released this 20 Oct 02:12

Second test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign.

Install: extract the archive anywhere and run Install Co-op.bat. It finds the game folder (or asks for it), keeps a copy of every file it replaces and installs the mod; running it again updates or removes it, and Uninstall Co-op.bat in the game folder removes the mod and puts the replaced files back. If you have 0.1.0, just install 0.1.1 over it. Every player needs the same version. Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

What's new since 0.1.0

  • Installer with backup and uninstall (see above).
  • SMOD support. The mod finds SMOD (SkacikPL's pack) by itself and marks its players in the lobby. When every player has SMOD, the session plays by the host's SMOD settings — damage, head hits, damage the AI squadmates take, squad health, ironman, the checkpoint heal — the same on every machine (the host can switch to the game's rules in Session settings). When not everyone has it, everyone plays by the game's own rules. Your SMOD jump is seen by the others (even players without SMOD). SMOD's pause, time scale, squad-menu slow motion and cheat/debug menus stay off in a session (they would stop the world for everyone); FOV, crosshair, recoil and lights are each player's own. SMOD's menu texts are shown in Russian when the game is in Russian.
  • Session settings (host, new screen in the lobby): difficulty, enemy toughness per player, who does character-only actions, and two new options suggested by players — automatic QTEs for everyone and tougher AI squadmates (they take 60% or 30% of the damage).
  • Cutscene view (experimental): a session setting "Cutscenes: own eyes" — each player watches first-person scenes from their own character instead of the original camera, with the scene's character shown as a full model. It is a work in progress (the scene sets were made for one camera, so odd angles and see-through walls happen); the default stays the original camera. Its animations are built by the installer from your own game files and need Python 3; without Python the view works but the scene's character is not shown.
  • Split screen (experimental): Co-op split screen.bat in the game folder starts two copies of the game side by side (or one above the other) with one session between them; window 1 uses keyboard, mouse and gamepad 1, window 2 uses gamepad 2 and joins window 1's lobby by itself. Needs a PC that can run the game twice.
  • Menus and texts: the lobby (four players with long nicknames included) and all co-op texts fit on 4:3 and widescreen screens with no overlaps; long prompts wrap onto several lines; the pause menu no longer says "Paused" in a session (the world goes on); the character portraits are gone from the lobby; the session settings have their own screen. English is used for every game language other than Russian.
  • Level start: the screen stays black ("Waiting for players...") from the very first frame, with no flash of the level or the HUD.
  • Cutscenes: first-person scenes where the character walks in now play on the clients too; a scene the level ends itself finishes cleanly; the caption also shows after the HUD is cleared; control of your character always comes back when a scene ends.
  • Players leaving: a player who left is no longer waited for at the next level start.
  • Logs: coop.log is written safely from every thread; the previous run is kept as coop.prev.log.

Status: the whole campaign (33 levels) runs through in automated tests on two PCs over a LAN, and every cutscene is compared with the original frame by frame. Human playthroughs have only just started. Split screen with two real gamepads has not been tried by a person yet. Please report bugs in Issues and attach Documents\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) and with SMOD 1.0.3, Windows 10/11. No game files are included; the game's exe is not modified.


Вторая тестовая версия кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания.

Установка: распакуйте архив куда угодно и запустите Install Co-op.bat. Он сам найдёт папку игры (или спросит её), сохранит копию каждого файла, который заменяет, и установит мод; повторный запуск обновляет или удаляет мод, а Uninstall Co-op.bat в папке игры удаляет мод и возвращает заменённые файлы. Если стоит 0.1.0 — просто установите 0.1.1 поверх. Версия должна быть одинаковой у всех игроков. Подробности, порты и как сообщить об ошибке — в README-COOP.txt внутри архива.

Что нового по сравнению с 0.1.0

  • Установщик с резервной копией и удалением (см. выше).
  • Поддержка SMOD. Мод сам распознаёт SMOD (сборка SkacikPL) и отмечает его игроков в лобби. Если SMOD у всех игроков, в сессии действуют настройки SMOD хоста — урон, попадания в голову, урон по союзникам ИИ, здоровье отряда, ironman, лечение на чекпоинтах — одинаково на всех машинах (хост может включить правила игры в настройках сессии). Если SMOD не у всех, у всех правила самой игры. Ваш прыжок SMOD видят остальные (даже игроки без SMOD). Пауза, ускорение времени, замедление в меню отряда и меню читов/отладки SMOD в сессии выключены (они остановили бы мир для всех); FOV, прицел, отдача и свет у каждого свои. Надписи SMOD в меню показываются на русском, если игра на русском.
  • Настройки сессии (хост, отдельный экран в лобби): сложность, живучесть врагов за каждого игрока, кто делает действия персонажей, и две новые опции, которые предложили игроки, — автоматические QTE для всех и более живучие союзники ИИ (получают 60% или 30% урона).
  • Вид катсцен (экспериментально): настройка сессии «Катсцены: своими глазами» — каждый игрок смотрит сцены от первого лица из глаз своего персонажа, а не через оригинальную камеру, а персонаж сцены показан полной моделью. Режим в разработке (декорации сцен сделаны под одну камеру, поэтому бывают странные ракурсы и стены насквозь); по умолчанию остаётся камера оригинала. Анимации для него установщик собирает из файлов вашей игры, нужен Python 3; без Python режим работает, но персонаж сцены не виден.
  • Сплитскрин (экспериментально): Co-op split screen.bat в папке игры запускает две копии игры рядом (или друг над другом) с одной сессией на двоих; у окна 1 клавиатура, мышь и геймпад 1, у окна 2 — геймпад 2, и оно само подключается к лобби окна 1. Нужен ПК, который тянет игру дважды.
  • Меню и тексты: лобби (в том числе четыре игрока с длинными никами) и все тексты кооператива помещаются на экранах 4:3 и широких без наложений; длинные подсказки переносятся на несколько строк; в меню паузы сессии больше нет надписи «Пауза» (мир не останавливается); портреты персонажей из лобби убраны; у настроек сессии свой экран. Для всех языков игры, кроме русского, используется английский.
  • Начало уровня: экран чёрный («Ожидание игроков...») с самого первого кадра, без вспышки уровня или HUD.
  • Катсцены: сцены от первого лица, в которые персонаж входит сам, теперь играются и у клиентов; сцена, которую уровень завершает сам, заканчивается чисто; подпись видна и после очистки HUD; управление своим персонажем всегда возвращается после сцены.
  • Выход игроков: вышедшего игрока больше не ждут в начале следующего уровня.
  • Логи: coop.log пишется безопасно из всех потоков; лог прошлого запуска сохраняется как coop.prev.log.

Статус: вся кампания (33 уровня) проходит в автоматических тестах на двух ПК по LAN, каждая катсцена сверена с оригиналом кадр в кадр. Живые прохождения людьми только начались. Сплитскрин с двумя настоящими геймпадами человеком ещё не проверялся. Пожалуйста, присылайте ошибки в Issues и прикладывайте Документы\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Проверено на розничной DVD-версии (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62) и со SMOD 1.0.3, Windows 10/11. Файлы игры не входят в архив; exe игры не изменяется.

Archive SHA-256: 2192bc6239d4ebbaea8f9556ff0f66e1dc96269e240b3c698884085db9ebaa50

0.1.0 — first test build / первая тестовая версия

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@dolbaras dolbaras released this 19 Oct 20:29

First test build of co-op for Clive Barker's Jericho (2007, PC): 2–4 players, each controls their own squad member, the whole campaign.

Install: extract the archive into the game folder (you get bin\dinput8.dll and a coop folder) and start the game — the main menu has a "Co-op" entry. Details, network ports and how to report a bug are in README-COOP.txt inside the archive.

Status: the whole campaign (33 levels) runs through in automated tests on two PCs over a LAN, and every cutscene is compared with the original frame by frame. No human playthrough yet — this build is for it. Please report bugs in Issues and attach Documents\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Tested on the retail DVD release (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62), Windows 10/11. No game files are included; the game's exe is not modified.


Первая тестовая версия кооператива для Clive Barker's Jericho (2007, PC): 2–4 игрока, каждый за своего бойца отряда, вся кампания.

Установка: распакуйте архив в папку игры (получится bin\dinput8.dll и папка coop), запустите игру — в главном меню появится «Совместная игра». Подробности, порты и как сообщить об ошибке — в README-COOP.txt внутри архива.

Статус: вся кампания (33 уровня) проходит в автоматических тестах на двух ПК по LAN, каждая катсцена сверена с оригиналом кадр в кадр. Живого прохождения людьми ещё не было — эта версия для него. Пожалуйста, присылайте ошибки в Issues и прикладывайте Документы\Codemasters\Clive Barker's Jericho\Coop\coop.log.

Проверено на розничной DVD-версии (Jericho.exe SHA-256 7fb5b759823283a83b685adc4848289a149f520ddbab6dbc7f9e6131b15d2a62), Windows 10/11. Файлы игры не входят в архив; exe игры не изменяется.

Archive SHA-256: e1c07dfb4d9795b7fc94f39f8427078e4357a4b61f8f9bc48927c77cfe6f6ab7