R.E.P.O.
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Date Uploaded
2 weeks ago
Downloads
2.9K
Size
71KB
Dependency string
Revival-RevivalSync-1.2.11

RevivalSync

Made by Revival

Source code — help welcome: https://github.com/Vladtheosis/RevivalSync (issues, bug reports with logs, and pull requests are all appreciated; see DEVLOG.md there for the architecture and lessons learned)

One mod that makes R.E.P.O. multiplayer feel like singleplayer — the successor to (and merger of) NetworkingRevived and NetworkTweaksRevived, rebuilt on the architecture of the original NetworkingReworked with its host-state capture technique.

Credits: several core techniques are adopted from readthisifbad's NetworkingReworked — the raw host-state capture, the fully-local door model with event-level reconciliation, and the release-state overwrite that makes throws fly clean. Thank you.

What it does (client-side only — works with unmodded hosts)

  • Instant grabs: valuables, props, items and carts respond the moment you grab them, no host round trip. Carts follow you at full speed with the game's real steering feel; weapons aim with your camera using their own orientation tuning; throws fly the way you threw them. Only self-moving objects (vehicles, drones, the duck) use the game's normal sync.
  • Instant doors: doors and cabinets run the game's own hinge logic locally, so they swing the moment you touch them (the host still decides when they break).
  • Synced world: everything you're not holding glides smoothly toward the host's authoritative state, so desync cannot accumulate. Wedged/stuck objects snap free.
  • Smooth everything else: enemies and other host-driven objects move with snapshot interpolation instead of choppy stepping.
  • No random timeout kicks: Photon's client-side disconnect timer is neutralized via Photon's own settings (zero patches).
  • Faster networking: packets processed every rendered frame.

Item effects — damage, explosions, battery drain, breaking — stay host-decided exactly like vanilla; only the physics feel is local.

Known issues

  • Doors and cupboards can occasionally appear desynced from what the host sees (e.g. open on one screen, closed on the other). This is actively being worked on — if it happens to you, a report with Verbose Logging on and your LogOutput.log attached helps a lot.

Both players can (and should) install it — it automatically does nothing while you're the host and activates when you're the client.

Config

If anything misbehaves for you, you can turn that part of the mod off — every feature has its own switch in section "1. Main". Easiest with the in-game settings menu from the REPOConfig mod; otherwise edit BepInEx/config/com.Revival.revivalsync.cfg. Three sections:

  • 1. Main — plain on/off switches (instant carts / doors / items, no timeout kicks, smooth enemies). Safe to flip; everything defaults to ON.
  • 2. Fine-Tuning — numbers for how firmly things sync. The defaults are good; touch only if you're troubleshooting something specific.
  • 3. DebugVerbose Logging: turn ON before reporting a bug and include your BepInEx/LogOutput.log with the report.

Install

  1. Install BepInEx (BepInExPack for R.E.P.O.).
  2. Drop RevivalSync.dll into BepInEx/plugins.
  3. Remove NetworkingRevived, NetworkTweaksRevived, NetworkingReworked and REPONetworkTweaks if you still have them — RevivalSync replaces all of them and will warn if they're present.
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