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OblivionMP SDK 0.2.0 released

· 4 min read
ReadyM Team
Creators of WukongMP and OblivionMP

We shipped 2 major things in 0.2.0: the mod syncs a lot more of the game (see below) than it did in 0.1.0, and the server-side API is now a true API.

OblivionMP and WukongMP share the relay server and the core SDK, so everything that shipped in WukongMP 0.4.0 ships here too, against Oblivion's own components.

Mod authors: this release has breaking changes. Read Upgrading before you rebuild.

WukongMP SDK 0.4.0 released

· 4 min read
ReadyM Team
Creators of WukongMP and OblivionMP

Most of the work in this release went into the server-side API. Server-side mods can create entities in any scope, subscribe to server events, kick players, and read their own config files. We used all of it to rewrite PvP.

Mod packages have a new layout too. The co-op fixes clear the three 0.3.1 known issues and the bugs people hit most.

Mod authors: this release has real breaking changes. Read Upgrading before you rebuild.

WukongMP SDK 0.3.1 released

· 2 min read
ReadyM Team
Creators of WukongMP and OblivionMP

0.3.1 fixes the two resource problems people reported most, memory and CPU, along with a progression soft-lock and a batch of reconnect bugs. Binary packages and the Docker image are both up.

Mod authors: there is one small breaking change in this release, detailed under Upgrading below.

WukongMP SDK 0.3.0 released

· 7 min read
ReadyM Team
Creators of WukongMP and OblivionMP

Server-side scripting is here. A mod can now run its own code inside the relay server: register components on server entities, tick systems on the server loop, and answer requests from clients over RPC. This is the piece we said was coming and the co-op mod already runs on it.

Custom components now sync both ways too, so a mod can put its own state on an entity and have the server and every client agree on it without writing any messaging code.

This release also adds a Network view to the admin panel, which shows what the relay is actually sending, broken down per ECS component. Alongside that, three co-op fixes, including NPCs that could turn hostile and block quests.

Update your server binaries to 0.3.0. Client mods built on 0.2.4 need a rebuild and a few small code changes, see the Migration guide.

OblivionMP SDK 0.1.0 released

· 4 min read
ReadyM Team
Creators of WukongMP and OblivionMP

Today we are shipping the first public preview of the OblivionMP SDK, version 0.1.0. OblivionMP is our community multiplayer platform for The Elder Scrolls IV: Oblivion Remastered: it turns the single-player game into a shared world you can host, and gives you a C# SDK to build your own multiplayer game modes on top of it.

This is an early preview, and we want to be upfront about what that means. A lot is not built yet. Some of what is here will have rough edges, and some of it will break. We are releasing it now anyway, because the fastest way to learn what the community actually needs is to get the SDK into your hands.

ReadyM Launcher 0.30.0 released

· 2 min read
ReadyM Team
Creators of WukongMP and OblivionMP

Launcher 0.30.0 is out. It ships a new modal for joining servers, which handles password entry, shows the server's description and country, and improves the direct connect flow. It goes together with WukongMP SDK 0.2.4, which adds server passwords and the new server list fields.

This is also the Launcher version our OblivionMP pre-alpha testers play with.

WukongMP SDK 0.2.4 released

· 2 min read
ReadyM Team
Creators of WukongMP and OblivionMP

This release adds password-protected servers, several whitelist and admin panel improvements, and a redesigned join flow in the Launcher. It also introduces two new fields for the public server list.

To take advantage of the server-side features, update your server binaries to version 0.2.4. The new join flow and server list fields require the ReadyM Launcher version 0.30.0 or later, so make sure to update your Launcher as well.

The new 0.2.4 server and SDK should be compatible with mods built on the 0.2.3 SDK, but we recommend testing your mods with the new SDK to ensure compatibility.