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Explore the wasteland with a friend: see each other, chat, fight together, or split up across ordinary rooms on the same map.
Download v0.2.24-gcfit1 — RConnect_v0.2.24-gcfit1.zip · Release notes / other versions
Use the download link above, or open the release page, expand Assets, and select that filename. Source code and the green Code → Download ZIP button are development files, not the installable package.
Current A architecture, TCP tunnel prerelease. Connect through plain TCP forwarding such as frp or SakuraFrp, with the nine-language UI and animfix3 repairs retained. B architecture is not included. Local forwarding and simulated delay were tested; a real long-distance session has not been qualified. Dense scenes can still stall.
The joining player can now paste hostname:port or tcp://hostname:port directly. RConnect separates the address and port automatically. The host's local port and the tunnel's external port may differ. See the remote connection guide.
The panel, settings, shortcuts and connection/room notices follow the game's language setting: English, Русский, Українська, 简体中文, 繁體中文, Polski, Deutsch, Español and 日本語. You can switch language without restarting the mod. Nicknames and chat messages are never translated. Long hints remain inside the scrolling panel.
This build also includes A's native enemy weapon reflection/melee poses, enemy speech, telekinetic impact damage numbers and rapid door-toggle fixes. Special projectile motion interpolates confirmed samples; occasional whole-frame stalls remain. Validation and known limits.
v0.2.24-gcfit1 is a performance fix on top of tcp1. The co-op HUD no longer allocates per-frame garbage: text fitting compares cached scalar measurements, the language code is normalized once per watcher tick, and panel layout reuses its scroll rectangles and arrays. Measured with a frozen ContinuousScene v14 probe (only RConnectMod.swf swapped, tcp1 -> gcfit1): the recorded 139 pure-garbage objects per frame and 1,080 in-window layout deaths were eliminated. Long-session frame gains were not re-measured, and visual size checks for the HUD text were not completed.
- Each player needs Windows / Remains 1.02 and the same RConnect version.
- Use a direct connection on the same LAN, or plain TCP port forwarding for remote play. The host supplies their own tunnel service/tool. Reliable reconnection and three or more players are not guaranteed.
- One player hosts, the other joins. Each saves their own character; you do not need identical save files.
For Windows / Remains 1.02.
- Save and close the game. In your Steam Library, right-click Remains → Manage → Browse local files. The game folder contains
pfe.swfandapplication.xml. - If this is your first mod from this collection, complete the ModLoader first-time setup, including the game patch and scanner. Skip this if already installed.
- Extract the ZIP and merge its
modsfolder into the game folder. Avoid a nestedmods/modsfolder. - Double-click
mods/ModLoader/RemainsModScanner.exeinside the game folder. Wait for it to finish, close its message, then launch the game normally.
Check that this file exists: mods/RConnect/release/RConnectMod.swf. After loading a character, look for the panel with Host / Join buttons; F10 shows or hides it.
Folder diagram, updating and recovery
Both players must complete the installation steps.
- Both players load their own characters. Press F10, then ▼ to expand the connection tab.
- The host enters a nickname, keeps port 23456, and clicks Host.
- On the host PC, create a TCP tunnel to local address 127.0.0.1, local port 23456, and start it.
- Share the external endpoint supplied by the tunnel service, for example
node.example.net:45678. Replace this example with your actual endpoint. - The joining player pastes that entire endpoint into the host address field and clicks Join. The host keeps both the game and tunnel running.
External port 45678 need not equal local port 23456. Do not select HTTP/HTTPS/UDP forwarding or enable Proxy Protocol. See the tunnel guide for details and troubleshooting.
- Both players launch the game and load their own characters. Press F10 if the panel is hidden.
- The host enters a nickname, keeps 127.0.0.1 and port 23456, then clicks Host.
- The host finds their IPv4 address in Windows Settings → Network & Internet → properties for the connected network, and shares it with the other player (for example 192.168.1.10).
- The joining player enters a nickname, the host’s IPv4 address, and the same port 23456, then clicks Join. 127.0.0.1 means your own computer; it cannot reach another computer.
- Expand the compact panel with ▼ and select the connection tab. After connecting, look for your partner and name. Press Ctrl+Enter to open chat, Enter to send, and Esc to close it.
If Windows Firewall asks, allow the game on your trusted local network; the host must allow the selected port. You do not need to disable the firewall.
- Split up in ordinary rooms; let the host lead map changes, and enter story/challenge areas together.
- Ground items have one owner: the first player to collect them. XP-point rewards and checkpoint unlocks can be shared.
- Empty rooms pause and retain progress during the session. This does not add a persistent save of every random-room battle; save characters normally before quitting.
- Optional shared exploration can also work with RealisticVision’s local view.
The panel starts as a short status bar. Expand it for connection, chat, teammate and settings tabs. Drag the title to move it; adjust opacity from 30–100% in settings. F10 hides/shows it. The host can enable shared menu/SATS pause and friendly fire; each player controls whether a teammate may grab them and whether WASD resists the grab.
For two windows on one PC, run mods/RConnect/Start-Coop.bat; both windows keep separate characters. See local co-op details (Chinese). The launcher keeps its own game processes responsive in the background and may increase power usage.
The exact release binary passed two local TCP relay runs: normal forwarding, then 40 ms added delay in each direction with fragmented writes. Each run passed 33 host and 37 join checks, totaling 140, covering pasted endpoints, different internal/external ports, handshake, room initialization, chat and sustained game state. All 119 UI messages cover nine languages. Earlier localization and gameplay evidence is reused only for unchanged paths. Real long-distance sessions, performance improvements and every mod combination are not newly qualified. See this release's validation and limits.
Check in this order: matching versions and a full restart → host clicked Host first → tunnel is online → tunnel's local port matches the game → joiner uses the external endpoint and port. For LAN connections, use the host's LAN address and game port. Check firewall permissions; disabling the entire firewall or reinstalling the game is unnecessary.
For updates, both players save and exit, back up mods/RConnect, install the same new version, scan and restart. Keep each player’s existing configuration. This ZIP omits config.txt to avoid overwriting personal settings; new installations use built-in defaults. To disable, move the RConnect folder outside mods as a backup, scan and restart.
Check the folder location, run the scanner, and fully restart the game. See the installation troubleshooting guide for common problems.
If it still fails, report an issue with your game version, mod version, other installed mods, steps to reproduce, and what you expected versus what happened. Include a screenshot or exact error if available; a personal save is not needed for an initial report.
Development resources and version differences
This release tag contains the exact A source in src/, the editable language catalog, and a build guide. No B experiment is included.
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