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Releases: layer10-love/double-trigger
Release list
v0.3.1 (0.3.1+2a2a1177)
Double Trigger v0.3.1
A small fix for the second player getting stuck on the runway at the start of Mission 01 and Mission 05.
Still an early release. Please report what you find, with your
ac7mp.logif you can.
Fixed
- Mission 01 and Mission 05: in some instances, the second player's plane sat on the runway at mission start and could not take off. We couldn't reproduce it reliably, so this is a safety net rather than a confirmed cure. If you still get stuck, please make a bug report together with your
ac7mp.log.
Known issues
- The known issues from the README still apply.
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |
v0.3.0 (0.3.0+33922cdb)
Double Trigger v0.3.0
A new co-op panel with a Settings tab, a lot of work on Mission 20 and Mission 13, and smarter enemies for the second player. Also, a bunch of refactoring and internal logic improvements you don't have to think about.
Everyone needs the same version. 0.3.0 can't join a session hosted on an older version. Please use 0.3.0 on both machines.
Still an early release. Please report what you find, with your
ac7mp.logif you can.
What's new
- New co-op panel. Press F5 for the panel, now with two tabs: Lobby and Settings. While the panel is open, F6 to F9 are shortcuts for Host, Join, Invite friends and Leave.
- Your name. Set the name your wingmate sees (on their box around your plane and on the debriefing map) in the Settings tab. It defaults to your Steam name.
- Radar colors in the game. Pick your wingmate's radar color with color pickers in the Settings tab. No more editing the ini file by hand.
- Settings file. The mod now creates
ac7mp.iniin the game folder on its first start. See docs/ac7mp-ini.md. - Scripted close-in Enemy fighters go for the second player too. The second player now gets the same close-in attackers as the host (one head-on, one on the tail), and scripted "leave the player alone" breaks apply to both of you.
- Hits on invincible targets. The second player's weapon hits go through the same checks as the host's, so targets that can't be damaged can't be damaged by the second player either.
Fixed
- Mission 20: the tunnel shutters no longer close at every checkpoint reload. (More specialized handling for triggers.)
- Mission 20: the countdown in the relay chamber no longer runs forever when the second player scores the kills (issue #7).
- Mission 20: the second player could not finish Munin (it stayed at half health).
- Mission 13: the second player's game built its own silo layout, so in 2/3 of mission instances the two games disagreed about which silos were real.
- A wrecked or not-yet-respawned plane of the other player no longer sets off mission triggers.
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |
v0.2.3 (0.2.3+5ddd3002)
Double Trigger v0.2.3
Mission 09 fixes: the freeze in phase 3 (issue #5).
Everyone needs the same version. 0.2.3 can't join a session hosted on an older version. Please use 0.2.3 on both machines.
Still an early release. Please report what you find, with your
ac7mp.logif you can.
What's new
- Missions 09 and 19, SP Mission 2: the Helios strike circles are now the same on both players' screens.
- The VR Mod seems to work, even if only person in the session is using it. Thanks to Mr. Kenway for testing.
Fixed
- Mission 09: the second player's game no longer freezes when the first Helios countdown starts in phase 3 (issue #5).
Known issues
- The known issues from the README still apply.
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |
v0.2.2 (0.2.2+46e896b4)
Double Trigger v0.2.2
Fixes a crash in Mission 08 and adds a safety net against similar crashes in other missions.
Everyone needs the same version. Please use 0.2.2 on both machines.
Still an early release. Please report what you find, with your
ac7mp.logif you can.
Fixed
- Mission 08: the second player's game no longer crashes if one of the ally jets attacks a fuel tank.
- If the game does run into a chain of events like this somewhere else, the mod now stops it before the game crashes and notes it in
ac7mp.log. - If the game crashes because of an endless loop,
ac7mp.lognow says where, and a crash dump is written next to the game. That makes such crashes much easier to track down in the future.
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |
v0.2.1 (0.2.1+a3b3a45e)
Double Trigger v0.2.1
Mission 13 fixes, sortie handling fixes and a bunch of internal refactors.
Everyone needs the same version. 0.2.1 can't join a session hosted on 0.2.0. Please use the newest version on both machines.
Still an early release. Please report what you find, with your
ac7mp.logif you can.
Fixed
- A bunch of internal refactorings which make the mod more stable.
- Mission 13 is now hopefully bug-free. Fun fact: The dummy missile silos have an internal typo - en_MissleSilo_Dummy_* which caused a bug.
- Mission 13: the second player's MOP now fires as a MOP on the host's screen too, and gun hits on the fake missile silos now work to reveal it.
- Pressing sortie a second time while waiting for the other player no longer launches you alone.
- Pressing sortie before hosting or joining has finished sends you back to the review screen instead of starting alone.
- Host and Join are disabled once you have pressed sortie (host or join in the hangar, before pressing sortie).
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |
v0.2.0 (0.2.0+33687b23)
Double Trigger v0.2.0
Reconnecting after a dropped connection, the campaign, and a round of co-op fixes for missions, cutscenes and a few special enemies.
Everyone needs the same version. 0.2.0 can't join a session hosted on 0.1.0 (or the other way round). The build ID at the bottom of the co-op panel (
0.2.0+...) has to match on both sides.
Still an early release. Please report what you find, with your
ac7mp.logif you can.
What's new
- The mod reconnects by itself If the connection to your wingmate drops, the game no longer just ends the session: the joiner keeps trying to get back in, and both sides see a notice on screen ("Connection lost, reconnecting", "Reconnected"). If the outage was long enough that you'd drifted apart, the host restarts you both from the last checkpoint. This is aimed at the lobby disbanding a few minutes into a session (#2): the cause of that isn't known yet, but the mod now recovers from it and writes the reason into the log.
- Play the campaign together Both start the campaign at the same difficulty and press Sortie before each mission, like in a free mission. The mission check no longer sends you out of the session at the results screen. Saves are still not synced: each of you advances on your own machine.
- Leaving the combat zone fails the mission for both, the same as being shot down. Either of you can retry or restart from a checkpoint.
- Cutscene skipping works more reliably, including when one player's cutscene starts a moment later than the other's.
- Rage & Scream (EX02): the joiner can now trigger the decoy and the lock-on pattern, and their scripted missile shots go for the right player.
- Enemy ECM and ESM planes affect the joiner too, for example the Enchanter's support in EX01.
- Your wingmate's radar icon is purple, so it's easy to tell apart from other allies. Hate purple? Want PINK!? (Or any other color)?
radar_colorandradar_fillinac7mp.inichange it; see the settings docs. - Troubleshooting: the log now lists the mod paks you have installed and says whether both players' mods match, and it records cutscenes and why a session ended.
Fixed
- A crash on the joiner's side when the host's custom plane fired a special weapon that the plane has no launch point for.
- Cutscenes that sit inside a mission's delay (such as the ones in the first mission) were never found, so skipping them together did nothing.
- In the campaign, the session could be left by itself at the results screen when the game set up the next mission.
Known issues
- Game flow outside the main gameplay might still be wonky; special cases may cause odd behavior.
- Rage & Scream may still behave weirdly for the client in edge cases.
- Continuing a mission from the menu (instead of starting it fresh) will most likely break. Restarting from a checkpoint after a death should work.
- The Replay screen desyncs sometimes.
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |
v0.1.0 (0.1.0+6240b21f)
Double Trigger v0.1.0
The first public release: two-player online co-op for Ace Combat 7: Skies Unknown (PC, Steam). One of you hosts, the other joins, and you fly the same mission together.
Early release. Please report what you find, with your
ac7mp.logif you can.
What's in it
- Fly missions together. The host picks the mission and difficulty, the joiner follows. Each player flies their own plane.
- One shared world. The host's game runs the enemies and the mission logic. Missiles, targets, damage, score, radio and music line up on both sides.
- Enemies fight both of you. They split up and go after whoever is closer or less busy.
- Synced Game flow. Mission failure and retry, checkpoints, pausing, cutscene skips (experimental) and the mission end happen for both players at once.
- Resupply together on the return line (experimental).
- Special enemy fixes for the Arsenal Bird, the Alicorn, Rage & Scream and a few missions with their own quirks (unknown targets, searchlights, bunker busters).
- In-game panel (default F5) to host, invite Steam friends and join without leaving the game, plus a player list and name tags.
Known issues
- Game flow outside the main gameplay is wonky, especially minigames (landing, taking off, refueling), the return line and cutscene skipping.
- Playing many missions in a row can leave stale game state and cause problems in later missions. Restart the game between missions if you see odd behavior.
- Special enemies (Mihaly, Rage & Scream, the Alicorn, the Arsenal Bird, ...) may still misbehave.
- Continuing a mission from the menu (instead of starting it fresh) will most likely break. Restarting from a checkpoint after a death should work.
- The Replay screen does not work properly.
Files
| File | What it is |
|---|---|
dinput8.dll |
The mod |
SHA256SUMS |
Checksums |
LICENSE, THIRD_PARTY_NOTICES.md |
Licenses |