v0.2.0
Restart the game after this installs. A loaded DLL cannot replace itself, so the new build is saved beside the running one and swapped in the next time the game starts.
The match-start crash
Pressing START MATCH froze both machines for about a minute and then crashed them. One fault caused all of it: the launch asked the game thread for a lock the lobby was already holding, so each waited for the other until the timeout, and the wait then gave up while the work was still running against memory that had gone.
Both halves are fixed. Beginning a match no longer takes that lock and no longer blocks the lobby, and the game thread dispatcher can no longer abandon work that has already started, run the same job twice, or let anything it throws reach the engine.
Everything else in this release
The invite panel opens on the first press. It used to wait for the Steam lobby to finish being created, which is always later than the button, and it refused to open at all for anyone who had joined a friend. You can now invite people into a session you joined, not only one you host.
A guest can see what the host chose. Mode, map, game time, friendly fire, respawn time and the server name are greyed out rather than removed, so the terms of the match are readable. Only the host can change them, and typing into the server name field as a guest is no longer possible.
Names draw correctly. Steam names were being decoded one byte at a time, which turned anything outside plain English into garbage glyphs, and cut mid character when they were too long. Names outside the game's own alphabet are cleaned rather than drawn as empty boxes.
Server browser rows no longer overlap. CAPTURE THE FLAG printed across the map column and the LOBBY tag sat on top of the server name. Long player names ran off their team cards.
A loading screen. Joining a lobby, starting a session, loading the map and waiting for the other players each used to leave the screen exactly as it was, with no way to tell working from hung. There is now a screen for all four showing how far through the wait it is, what is happening at that moment, how long it has been going, and a way out. Where a real percentage exists it is shown; where none does it shows the elapsed time and says what the game is doing instead of inventing a number.
Install
Copy version.dll, MultiplayerEvolved.dll and the MultiplayerEvolved folder into Halo Campaign Evolved\Meteorite\Binaries\Win64\. Everyone you play with needs the same version.