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DKR-R v1.0.15
DKR-R v1.0.15 Release Build
I've spent quite a bit of time working through DKR-R Online since v1.0.14.
This update improves how it handles late inputs and latency spikes, reduces
some of the CPU work, and makes full lobbies with spectators behave better.
Hosts can now change their prediction window and input delay during a race too!
I've also tidied up Play, replaced the custom character labels and added cleanup
for old downloads and caches that were taking up far too much space.
ONLINE
- Steering and analogue pedals stay up to date while the game recovers from
a delay. Button presses and releases are kept rather than getting lost. - Automatic input delay handles isolated late packets more sensibly. Waiting
for a menu or a resource no longer increases the racing input delay. - Clients follow the host's progress and recover their timing gradually after
a hitch. The game still keeps every simulation step and final input. - Racing inputs can use a separate encrypted datagram route when available.
The existing connection remains available as a fallback. Input repair traffic
is batched, and old progress reports no longer build up behind newer ones. - Ping readings can recover after longer spikes instead of staying on an old
value. This doesn't remove the actual network delay.
CPU AND RECOVERY
- Reworked checkpoint storage to reuse buffers and avoid repeated copying and
delta construction. This uses some extra RAM to reduce CPU work. Larger mod
states keep the bounded fallback; state checks and restore checks remain. - Short rollback corrections service the connection between steps.
- Fixed an idle secure WebSocket ping causing connection shutdown to hang.
- Logs now separate racing, correction, network and presentation work more
clearly, which should make future reports easier to investigate.
SPECTATORS
- Spectators watch buffered confirmed playback. They don't send racing inputs
and a slow viewer doesn't become someone the racers wait for input from. - History transfers can continue while acknowledgements return, with a shared
background allowance during the race. - Fixed a timing issue that could unnecessarily slow spectator downloads.
The existing bandwidth and burst limits stay in place. - Late spectator checkpoints copy retained confirmed state without rewinding
the live race or suppressing racing ticks. Existing viewers keep their history. - The initial buffer targets 1.5 seconds. Loading and catching up can take longer,
especially when several spectators join together. This is not video streaming
or a promise that every viewer will always be only 1.5 seconds behind.
LIVE HOST SETTINGS
Open Host settings in the lobby or the in-game DKR-R Online overlay, make your
changes and press Apply changes. Accepted settings are saved for future lobbies.
- Prediction window and automatic/manual input delay change during the race.
- Allow new spectators closes or reopens joins without removing current viewers.
- Capacity, menu control and replay edits made during play wait until the lobby.
Queued changes can be cancelled. - Development mode still needs a new lobby. A room created without spectator
capability also needs recreating before spectators can be enabled. - Loading and return transitions must finish before settings can be applied.
Fresh profiles start with Automatic input delay ON, a one-frame starting lead
and a 14-frame prediction window. Your existing saved preferences are kept.
A larger window can help with distant racers but needs more memory and can
increase correction work. A very small window can cause more waiting.
PLAY PAGE
Start Game now stays at the bottom of the Play page, so you don't need to
scroll down to find it on smaller screens. The button is shorter, but still
easy to find, and is selected when you open Play with a ROM ready to go.
The settings and Community Spotlight scroll above it. The in-game overlay
uses the same layout, with Return to the Race in that spot.
The bar reaches the panel edges, with a narrower, centred button. You can move
away from Start Game normally with the controller. The scrollbar only appears
when needed and sits against the right edge. I've removed the extra opaque
background and the Session mods tooltip, and fixed the Save Manager's bottom bar.
PLAYER SELECT AND SAVE NAMES
Selected custom characters now have names using the game's colourful font.
The top row keeps its names above their heads, and the bottom row has them below
their feet. There's no extra player number or Choose your Racer footer.
This works for up to four players, with one name when players share a character.
I've also fixed labels disappearing while browsing through characters. Long
names and unusually sized models stay within their part of the screen.
The scrolling keyboard for a new save now uses the wider screen properly too.
FILE DIALOGS AND CRASH REPORTS
Windows and Linux file dialogs now open in a separate helper. If a dialog fails,
it should return an error instead of closing DKR-R. Keep the whole Windows ZIP
together when updating; the helper is part of the installation.
Crash reports now keep better fault information and the matching binary details,
which should make the next report easier to investigate. I've also fixed a
Windows issue where changing the reporting setting wasn't always saved.
Reporting is still optional. Text is cleaned up as best we can, but anonymity
isn't guaranteed. Raw dumps have their own setting and can contain personal data.
STORAGE CLEANUP
I've also added cleanup for files DKR-R no longer needs. Downloaded mod ZIPs,
leftover install files and old caches were building up far too quickly.
Automatic cleanup runs once each time you start DKR-R. It can carry on while
you're playing, at low priority. Browsing the library or installing mods won't
keep setting it off again. Your saves, ROMs, installed mods and texture packs
are kept, and files being used by Online are left alone.
When a Mod Library install finishes, it now tidies up its own download and
leftover install files straight away. It checks the installed copy first and
keeps the files needed for saved editions and recovery. This works even if
you've turned startup cleanup off, without checking through everything again.
You'll find the controls in About DKR-R > Support > Storage. You can turn
automatic cleanup off, check how much space can be cleared, or clear it yourself.
Current and previous mod recovery files are kept. Original crash dumps are
only removed if you select the separate option for dumps older than 30 days.
The first cleanup can take a while if your profile has built up a lot of files.
INSTALLING AND UPDATING
Updating from the launcher is the recommended way to update. For a manual
install, download the whole package for your platform. Windows users should
extract the complete ZIP and run DKR-R.exe. Linux and Steam Deck users should
make the AppImage executable. Keep your existing profile, saves, mods and settings.
Portable mode selects a different location; it doesn't move your data for you.
Everyone in an online lobby needs matching complete v1.0.15 packages and
compatible session content. Use your own supported US v1.0 or US v1.1 ROM.
No ROM or extracted game data is included. Some legacy .xdelta mods still need
a clean US v1.0 ROM to install, even when v1.1 is selected for playing.
DKR-R v1.0.14
DKR-R v1.0.14 Release Build
I've worked through the online input delay and frame pacing, tidied up the
launcher, and made the in-game overlay use the same pages. There is quite a
lot in this one! These notes cover everything since v1.0.12.
ONLINE
- Improved input responsiveness, dynamic delay handling, frame pacing and
reuse of prepared content when joining modded lobbies. - Lobby connection cards show live timing for clients as well as the host.
Your own reading is visible too. Route and ping readings are connection
information, rather than a guarantee that a machine can render at 60 FPS. - Added session chat and tidied up the lobby controls and connection details.
- Fixed online fullscreen presentation changing shape during scene handling.
- Starting an online game now uses the logo and clouds with Syncing Game
while everyone gets ready. It fades into the game when the first ready
presentation is available. Later scene transitions keep their normal flow. - Standalone Look behind works for hosts and clients without ModernCamera++.
Enable it in Graphics > HUD & effects and map Look back in Controls.
LAUNCHER AND OVERLAY
- Both modes use the same pages, spacing and available content width.
- Mod Store is now Mod Library, with its own sidebar button. The mods are free!
Mods / Hacks is now Installed Mods. Textures is inside Installed Mods. - Community Spotlight appears above Ready to race and above the Library tabs.
Its artwork follows the rounded corners and the banner stays in place when
changing Library pages. Mod cards are shorter, with up to six across. - Removed Browse and Inspect. Search, its keyboard button and Sort share a row.
Installed Mods categories now use a consistent Search, Status and Sort layout. - Achievements and Save Manager are in Play. Session mods sits between them:
turn it OFF for a vanilla session without changing your individual selections. - Ready to race is centred. The save indicator describes the actual current
owner or next launch; ordinary offline mods still share personal Adventure. - The sidebar buttons are centred, with Restart and Exit at the bottom. Choose
LB/RB or D-pad using the switch above the divider. The left stick navigates
page elements and the right stick scrolls in both sidebar modes. - Added page/section fades, consistent orange action buttons and keyboard
buttons beside their fields. Texture Packs and Dumping are always expanded. - Skip launcher starts your selected game automatically. You can turn it off
in the in-game Play overlay. Missing content or an error returns to the launcher. - Manual Play now fades into the same Starting Game screen, with the circular
logo, scrolling clouds and grey caption. Loading Mods and real progress appear
inline instead of a separate preparation modal. Open Launcher/Escape/B cancels. - Linux now requests GPU acceleration for the launcher, using a separate window
when handing over to the Vulkan game renderer. Software fallback is logged.
APPEARANCE AND LANGUAGES
- Added automatic seasonal themes, distinct corner decorations, holiday greetings
and themed button patterns. The computer's region and local date choose them. - Removed manual Launcher appearance controls. Steam Deck Gaming Mode can use
KDE regional formats even when its environment reports a generic C locale. - Added a Language dropdown in Play. Eleven initial language packs are available
for the launcher/overlay; they are drafts awaiting native-speaker review.
ROM text, chat, names and community descriptions keep their original language.
GRAPHICS
- Added aspect-specific resolution lists, including rendering above your monitor's
resolution. Camera, HUD and online fullscreen use the same local aspect choice. - Brighter DKR colours for enhanced water, keeping the selected reflection method.
Hardware ray-traced reflections remain experimental and GPU dependent. - Fixed custom-car lighting and lighting on the four original-car road wheels
used by custom characters, including the reported Rayman case. - Moved all CRT controls to Graphics > HUD & effects and removed the duplicate
Textures section. Existing settings are kept.
ANALOGUE DRIVING AND CONTROLLER FEEDBACK
- Added the optional Analogue Acceleration & Braking Custom Magic Code for cars,
hovercraft and planes. Partial trigger travel gives partial throttle/braking. - Import and enable the companion mod, open Details and choose your local player.
Apply RT/LT driving, then adjust bindings, deadzone, full travel and response.
The settings and live input bars belong to the mod's Details. - Online hosts enable the gameplay mod; each player keeps their own controls.
Everyone must use matching compatible v1.0.14 packages. - Controls > Controller feedback adds Classic/Enhanced effects, per-player
profiles, left/right tests and output diagnostics. Enhanced includes impacts,
boosts, landings and optional engine/road feel. - DualSense has capability-gated trigger resistance, lighting and touch options.
Direct Deck patterns and USB waveform haptics are experimental and opt-in.
USB, Bluetooth, Steam Input and physical-device testing remain separate.
The LCD Deck's actuators are trackpad haptics, not conventional grip motors.
SUPPORT
- Added one-time consent for automatic crash reports, with an About > Support
switch. Redacted logs queue and retry while the launcher is open after an
internet failure. Raw dumps require separate consent. These reports cannot
honestly be guaranteed 100% anonymous, especially when memory dumps are included. - Fixed the Installed Mods opening crash and retained the earlier memory, HUD,
spectator, account/profile, download history and save safeguards.
INSTALLING AND UPDATING
Download the whole package for your platform. Windows users should extract the
whole ZIP and run DKR-R.exe. Linux/Deck users should make the AppImage executable.
Keep your existing profile, saves, mods and settings. Portable mode selects a
different location and does not move your data automatically.
You can also update from the previous version of the Launcher. This is the most reccomended
way to update.
DKR-R Version 1.0.12
DKR-R v1.0.12 Release Build
I've worked on making Online less clunky, especially when joining with lots
of mods. I've also tidied up the profile and friends screens and fixed the
FOV slider so you can see it changing while you play.
- Improved mod transfers, preparation caching and the first lobby checkpoint.
- Fixed the online menu failure when moving through character selection.
- Closing a lobby now removes it without restarting the launcher.
- Added character portraits and smaller friend cards. Add a friend is at the top,
and you can send friend requests from other players' lobby cards. - Added custom profile pictures, optional Discord name/image import and one
shared display name for Online, friends and the Mod Store. - Tidied up Online Profile, account settings and the waiting lobby layout.
- Added remembered Discord sign-in on Linux and Steam Deck without a keyring.
- Made the offline FOV slider work live, including while paused.
- Fixed logging after an updater restart and improved join diagnostics.
- Fixed installed Store mods showing up in Needs Attention after a restart.
You won't need to download those installed mods again.
If you still hit a problem, send the host and client runtime logs with the
track, mods and what happened. Copy Join Diagnostics helps with slow joins.
DKR-R Version 1.0.11
DKR-R v1.0.11 Release Build
This update is mainly about the memory issues and missing HUD elements that
people have been reporting. I've also worked on the graphics handoff and
water textures, and added support for Syeo's updated vehicle exports.
- Given the normal game heap the expansion RAM headroom it was missing,
with checks for failed allocations and clearer HUD diagnostics. - Kept queued graphics data protected while it waits for the renderer.
- Improved water animation texture handling and recovery after cache eviction.
Incomplete HD animations stay consistently vanilla until all frames exist. - Added support for the larger textures and new driver seating format in
updated .dkrkart exports, including Brute v2. Existing cars still work.
Your saves, mods and settings can stay. Please use the complete v1.0.11
package on every machine in an Online lobby.
If you still see a problem, send runtime.log and runtime-previous.log with
the track, mods and what happened just before it. These fixes improve the
known failure paths; they don't remove every possible mod or hardware limit.
DKR-R Version 1.0.10
DKR-R v1.0.10 Release Build
Changes since v1.0.9
This one is mainly about getting Online into a much better state. Thanks to
everyone who helped test the recent playtests and sent logs over. I've kept
the current launcher design and brought the working playtest 4 fixes into
this release.
- Fixed problems joining lobbies with mods enabled, including a startup
hang that could stop players getting into the game. - Improved mod download queues, retries and reuse of files you already have.
First-time joins with a lot of mods can still take a while. - Added clearer join progress, Retry Join and Copy Join Diagnostics.
- Fixed races getting stuck at the start when spectators were in the lobby.
- Fixed spectators getting a black screen and no audio during custom races.
- Fixed matching downloaded mods conflicting with installed offline copies.
You can leave the option to keep them for offline play turned on. - Kept the Track Select custom-music fix and the existing online fixes.
- Tidied up Open Lobbies to give the lobby list more room, without changing
the overall launcher design. - Updated the guides and prepared fresh signed auto-update files.
Windows x64, Linux x86_64, Linux ARM64 and Steam Deck are included. Android
releases are no longer supported. Mac and iOS are skipped for this release.
Use matching complete v1.0.10 builds for Online. There is no need to reset
your saves or reinstall your mods. Keep the whole package together when
updating, especially the assets and libexec folders on Windows.
DKR-R Version 1.0.9
DKR-R v1.0.9 Release Build
Changes since v1.0.8
There is quite a bit in this one. I've added public lobbies, spectators,
custom cars, achievements and texture tools, along with fixes to make Online
less awkward to use. I've kept the current launcher design and fitted the new
features into it.
PUBLIC LOBBIES
You can now find public lobbies worldwide without having to share lobby codes
or add everyone as a friend. Sign in with Discord from DKR-R Online, or use
your existing Mod Store sign-in.
- Public and Friends views in Open Lobbies.
- Public or Private hosting. Private stays off the public list and still uses
friends or lobby codes. - A players online count, with each connected account counted once.
- The usual host approval, available places and mod permissions still apply.
The website handles finding and joining lobbies. The game still runs through
the existing peer connections and Rollback.
SPECTATORS AND ONLINE IMPROVEMENTS
- Spectator-capable lobbies support up to four racers and eight spectators.
Adventure still has two racing places. - Watch all splits, follow a player, or use the T.T.-style director camera.
- Racers and spectators can swap places with host approval, carrying on with
the same racer, vehicle and race progress. - Invitations now have Accept, Decline and Later buttons. Accepting during a
game asks before leaving and joining the new lobby. - Online now uses Rollback as its single sync mode, replacing the old backend
choices. - Added a roughly ten-second connection check and shared Scoreboard, with
separate racer and spectator assessments. - Fixed countdowns, joining, checkpoint syncing, longer mod preparation,
departures and returning to the lobby. - Kept the original lobby layout, with spectators fitted below the racer cards
and better wrapping on smaller screens.
Watching does not overwrite personal saves or award gameplay achievements. The
host must stay connected; there is no host migration. Joining a running race
through the public list remains disabled by default.
CUSTOM CARS
You can now import Syeo's .dkrkart cars directly, from ZIPs, or through the
Mod Store's Vehicles category. Legacy Mods is now called Vehicles on both the
launcher and website.
- Choose Vanilla or an enabled custom car in the native Track Select picker.
- Each player keeps their own choice, and CPUs can use enabled cars too.
- Online prepares the host's car collection and reuses matching installed
files. - Store installs support updates, repair, previous versions and removal.
- Improved driver seating, wheel animation, steering, textures and
transparency, including fixes for portraits and the online picker.
Cars change appearance, not handling or physics. Custom cars are for Track
Select, including Online; Adventure, custom hovercrafts and planes are not
supported yet.
ACHIEVEMENTS
I've added 94 local achievements covering T.T. times, developer times,
Adventure Two silver coins, power-ups, balloon challenges and Adventure
milestones. No account or internet connection needed.
You can search and filter goals, pin one while playing, customise
notifications, and import/export progress. Existing provable save milestones
can be recognised separately. This is DKR-R's own system, with challenges
inspired by Delmaru's set, rather than RetroAchievements account
synchronisation.
TEXTURE TOOLS
Texture Dumping now lets you export original and installed mod textures,
capture textures encountered while playing, browse previews and create
replacement starter packs. Disabled mods can be exported too, and re-exporting
keeps your edited Working files.
Open Textures to find Export, Capture and My Dumps. Keep original-art dumps
private and share your replacement artwork.
WEBSITE MOD LIBRARY
- Add batches of up to 50 entries with shared defaults, artwork matching,
review and saved-batch recovery. - Clear or replace images and downloads, then add another entry without
refreshing the page. - All and Not in Mod Library filters in both existing FTP file pickers.
- Fixed the service error when opening those pickers.
- Temporary upload failures retry up to five times after the initial attempt.
- Renamed Legacy Mods to Vehicles while keeping existing listings and links.
This still uses the existing FTP upload method. Upload-speed work is separate.
OTHER FIXES AND RELEASE CHANGES
- Extended Maximum Vehicle Detail across CPU racers, custom characters/cars,
local multiplayer and Online, while keeping graphics choices local. - Reduced memory use in larger online mod collections, including track music,
and improved loading for heavily modded races. - Fixed custom-course records, Magic Code work accounting, mod-added
viewports, HUD drawing and the race-end tint. - Safer track imports and replacement, correct saved graphics preset display,
and a clearer review editor with wrapping text. - Included contributor fixes for Apple source builds and packaging, and
refreshed the current documentation. - Prepared Windows x64, Linux x86_64/ARM64 AppImages, Steam Deck and Android
ARM64 packages, plus fresh signed updater metadata. No new macOS/iOS v1.0.9
downloads are included in this set.
There is no required save reset or mod reinstall. Use matching complete v1.0.9
builds for Online, and keep the full package together when updating.
ANDROID NO LONGER SUPPORTED.
Im really sorry but im ending support for android. I cannot get it performing well. Sorry to the android users out there but i refuse to continue releasing updates to an app that has sub-par performance on anything but my own devices.
If i can fix performance, ill re-release the android version. But until then, the android build will no longer be releasing with the other platforms. Simply put, N64Recomp and N64ModernRuntime simply isnt designed for the platform. The fact that it runs at all on android is something short of a miracle!
DKR-R Version 1.0.8
This one fixes a nasty Windows startup issue. The game could stop before it even reached the graphics, with mods on or off. Windows was being asked to commit 4 GiB of memory instead of the 512 MiB we actually use. That is fixed, the guard region is still protected, and your saves/mods do not need reset. If memory really is unavailable, the log now gives us the Windows error too. All the 1.0.7 additions below are still here.
Please update to this build if you experience a crash in 1.0.7.
Again, Thanks for all your support for the project!
ThatGuyMcd
DKR-R Version 1.0.7
DKR-R v1.0.7 β Patch Notes
20 October 2026
There is quite a lot in this update! Here are the main changes since v1.0.6.
Mods & Custom Cups
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Added support for importing Custom Magic Code mods as .nrm files.
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Released Modding SDK 2 and updated the Modding Bible, with more tools and examples for creating mods. Existing SDK 1 mods are still supported.
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Added custom trophy cups! Choose your tracks, laps and vehicles, then race them in order or shuffle the lineup.
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Added cup import/export so you can share your creations. Any custom tracks used will still need to be installed separately.
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Expanded the Dev Menu and improved controller navigation and on-screen text entry.
Mod Library
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Added a built-in mod library with search, categories, previews and downloads.
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Added Discord login, reviews and mod requests.
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Improved install, update and repair options, with automatic package checks and clearer installation status.
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Improved backups and recovery if an installation is interrupted.
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Fixed incorrect mod names, duplicate detection and several ZIP import issues, including missing music and HD assets.
Saves & Save Manager
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Your normal offline Adventure save now stays the same when changing mods. Dev Menu saves are still kept separate.
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Fixed custom-track save issues affecting initials and balloon data.
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Improved Save Manager, including options to complete saves, finish individual Adventures and unlock content.
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Improved save imports, exports and recovery. Older mod-specific saves are kept available to recover.
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Online hosts now have a persistent Adventure save, with Continue selected by default. Joining someone elseβs game keeps your personal save separate.
Online
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Improved compatibility checks and fixed several custom-track and code-mod startup issues.
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Fixed Quick Join issues and object loading in Big Donut and Moon Station.
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Added fullscreen and local-view options for supported experimental races.
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Improved the HUD, minimap and player names, including the black-box issue behind name labels.
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Fixed custom portraits in Fire Mountain and Smokey Castle, including a related crash.
Camera & Graphics
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Added the optional ModernCamera++ mod, with presets, profiles, custom controls and live camera tuning using F7.
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Fixed vehicle shadow interpolation and improved river and waterfall animation.
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Improved lava glow and added a separate toggle for it.
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Improved HD water loading, the spinning logo, title screen and Start menu.
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Updated the credits presentation and fixed a credits crash.
Launcher & General Fixes
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Tidied up menus, mod cards, dialog boxes and wording.
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Added an option to hide the lobby code when streaming. The Copy button still copies the invite code.
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Added application update checks, with confirmation before updating and recovery support.
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Simplified the Windows package to one main DKR-R.exe.
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Improved memory and texture handling, along with some initial performance optimisation work.
Thank you all for playing and supporting DKR-R!
ThatGuyMcd
DKR-R Version 1.0.6
What's new in 1.0.6
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Skip intro logos in Play, then choose Start menu or Character select. The Start menu keeps its opening sequence and music. Online startup stays unchanged.
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Enhanced water has had another stability pass, including effect popping, reflection handling and the Whale Bay Track Select crash. Waterfalls now have continuous flowing detail with corrected scrolling/interpolation, transparency and reflection masks. The river near Snowflake Mountain follows its authored flow.
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There is much more control over the water! Original, Performance, Balanced, High and Custom presets are joined by separate reflection, wake and spray quality controls. Fine-tune reflection strength/range, roughness, ripples, foam, clarity, refraction, waterfall detail and water tint. Presets leave your game resolution, MSAA, FPS target and reflection method alone.
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Hot Top Volcano has enhanced, glowing lava with moving molten cracks and rough hot-rock detail. Optional RTX lava lighting adds a pulsating glow to nearby walls and ground. Its own tickbox leaves the enhanced surface and water effects on; quality, intensity, pulse and range settings control the surrounding light. Lower-resolution lighting reduces the ray workload.
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Every custom Track Select row now has a CUSTOM TRACKS header and cycles through six backgrounds. Future Fun Land restores its own artwork when you scroll back. Images, names and arrows stay with their wooden frames on wide screens, including the fix for brief horizontal stretching during transitions.
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Custom .dkrmap artwork shares the correct texture/sprite namespace with character mods. Asset-table length, offset and allocation checks address Track Select failures when combining tracks and large character libraries. Very long in-game captions are shortened without renaming your installed mods.
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Offline custom tracks can use the vehicles allowed by their headers. Track Lab can generate looping Track Select preview flights along the race line, while preserving flights placed by the author. Export validation warns about race starts that force a different vehicle. Online vehicle selection keeps its existing restrictions.
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The Modern camera has revised corner, drift and wall-hit behaviour, less spring lag and no corner roll by default. Existing tuning files migrate while preserving changed values. The camera remains an offline feature.
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Malformed graphics commands now have stronger bounds and execution-budget checks. Water rendering also has additional allocation, viewport and MSAA safety checks. Golden Balloon and Wave Race credits use the same tidy link rows as the other technology credits.
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Contributor work adds safer dependency setup, build locking and packaging, improved macOS support, and an iOS sideload source port. Apple binaries are not part of this delivery. Windows, both Linux architectures, Steam Deck and Android share the same 1.0.6 release source.
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Developers now have a regression/performance harness with retained reports, private retail replay checks, repeatable build presets, faster incremental builds and CI caching, workflow linting and mobile compilation checks.
See the 1.0.6 changelog for the full breakdown, Graphics for the water/lighting controls, and Track Lab for authoring changes.
Builds available for Windows, Linux x86/x64, Linux ARM64 & Android!
WARNING!
Android and MacOS and iOS Build is experimental and is only in Alpha stages of testing at the moment.
Milage will drastically vary from device to device.
We hope to smoothen this out in the very near future so that it performs better on a larger subset of devices.
My personal apologies if you run into issues with the these Alpha Builds. If you find anything wrong with any of the builds, let us know via the issue tickets!
To all you DKR-R Fans out there, Thank you all sooooooo much for all of your support!
Now enjoy the latest update and happy racing!
ThatGuyMcd
DKR-R Version 1.0.5
What's new in 1.0.5
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Custom tracks sit below the original worlds in Track Select, with the wooden frames and previews intact. Your original tracks stay where they belong.
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Custom characters join the original animated Player Select stage. Four are shown at a time; highlight a custom slot and use L/R to browse the rest. Eligible races can also use custom characters for AI racers.
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Import legacy .xdelta patches and ZIPs, or make your own .dkrmap tracks with the Blender Track Lab addon. Reviewed behaviour adapters support more than asset replacements, without running arbitrary patched ROM code.
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Online play supports 2β4 racers, with two-player Adventure. Auto selects Experimental Rollback; Host Prediction and Strict Input Sync remain available.
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The host chooses the online mod set. Clients can consent to receive missing mods, reuse matching installed content and keep verified downloads for offline play.
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Multiple texture packs can be enabled together. Lower priority number means higher priority when textures clash.
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The launcher and in-game overlay share the updated styling. There's a dedicated Textures page, tidier mod cards, duplicate review and bulk source preparation.
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Modern presentation includes grouped 4:3/Fit to window HUD layouts, interpolation, camera clipping improvements, scenery controls and optional enhanced water with screen-space or experimental hardware reflections.
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An optional Modern camera and F7 tuning panel have been added for local races.
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Save ownership is separated between offline, modded and online play. Support tools now retain log history as well as the latest two runtime logs.
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Performance, audio, model lifetime, water rendering and online preparation have had further fixes. See the changelog for the breakdown.
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Experimental Rollback and hardware ray tracing are still experimental. A public version number does not mean every network, mod or GPU has been qualified. The platform guide explains the current coverage.
Builds available for Windows, Linux x86/x64, Linux ARM64, MacOS & Android!
WARNING!
Android and MacOS and iOS Build is experimental and is only in Alpha stages of testing at the moment.
Milage will drastically vary from device to device.
We hope to smoothen this out in the very near future so that it performs better on a larger subset of devices.
My personal apologies if you run into issues with the these Alpha Builds. If you find anything wrong with any of the builds, let us know via the issue tickets!
To all you DKR-R Fans out there, Thank you all sooooooo much for all of your support!
Now enjoy the latest update and happy racing!
ThatGuyMcd