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v0.7.1.1
Download
| You play on | Get this one file |
|---|---|
| Windows (Steam, game build 35924) | TpF2Multiplayer-Launcher-Windows-Setup.exe -- install it, then Update & play |
| Linux / Steam Deck (the native game or Proton) | TpF2Multiplayer-Launcher-Linux.AppImage -- make it executable, run it, then Update & play |
The launcher installs this version and keeps it up to date. Or install this version directly:
| You play on | Get this one file |
|---|---|
| Windows | TpF2Multiplayer.msi -- close the game, run it |
| Linux / Steam Deck, the Windows game under Proton | install_proton.sh -- run it with sh; it fetches the rest itself |
| Linux, the native game | tpf2mp-linux-0.7.1.1-native.run -- close the game, bash tpf2mp-linux-0.7.1.1-native.run |
| A dedicated server on Linux or a VPS | TpF2Multiplayer-Server-Linux.tar.gz -- unpack it, sudo sh tpf2mp-server/setup_vps.sh; the guide: HOSTING_A_SERVER.md. A Windows server is the MSI above |
The files zip, the Linux .tar.gz, install_proton.py and the checksums are in the update files. The two Source code archives at the bottom are the repository, not the mod. Everyone in a session needs the same version.
0.7.1.1 - no more desync after joining a running game, dedicated servers with Workshop mods
Bugfix update based on 0.7.1, for Windows, Proton and the native Linux game. Everyone in a session, including the dedicated server, must update to 0.7.1.1.
Changes
- Joining a running game no longer desyncs it later. A player who joined and was still catching up could lose track of how far behind the host they were, and the first thing their game did on its own (preparing a spare line for the line editor) was timed in the host's past. The two games then created that line at different times, and a town slowly grew differently on each: a desync many minutes after the join. Every command a joining game sends is now timed from the host's real clock, and the spare line waits until the game has caught up.
- A dedicated server loads a save that needs a Workshop mod it has on disk. A server whose Steam client runs offline refused such a save at every start ("the shared save could not start by itself"). Mods placed in the server's managed Workshop folder are now registered with the game at every start.
Update
Use the launcher: Update & play (Windows and Linux), or install directly: the MSI on Windows, install_proton.sh under Proton, the native .run on Linux. A Linux dedicated server: tpf2server stop, tpf2server install, tpf2server configure, tpf2server start. All participants need the same version.
Validation
The join desync was traced on the project's dedicated server: of 186 commands in the session, one, the joiner's automatic spare line, applied 35 game units apart on the two games. tools/actions_off_test.py now checks that a host heard a second ago still counts while the joiner runs at catch-up speed (it fails on 0.7.1); the Lua suites that load the command and line code pass. tools/registry_dedicated_test.py checks the dedicated server's Workshop registry at start, and the server loaded such a save after a restart.
Full Changelog: 0.7.1...v0.7.1.1