Skip to content

Changelog

What changed in each Lite Lobby version on the Workshop, newest first.

  • Added LL_ReplayRecorderComponent: the server records every game into $profile:LL_Replays/ once $profile:LL_Replays.json contains "Enabled": true. A game continued after a crash goes on in the next file of the same recording.
  • Added the admin chat command /replay: whether the server is recording, the recording’s name, its length and its size.
  • Added ll-uplink, a program for the game host that sends finished recordings and the statistics files to a configured website.
  • Fixed extra AI members appearing after a session resume in groups spawned during the game, for example by the Game Master.
  • Fixed: slots a Game Master spawned during the game now come back with a session resume when the game saved their squad, and their players get them back on reconnect. If the squad was not saved (for example, all its members died), its slots are lost and the rest of the session resumes.
  • Fixed: a session could not be resumed if a Game Master spawned characters during the game that appeared in the lobby as new slots. The session now resumes; those characters stay in the world without a slot, and their players reconnect without a slot.
  • Added LL_TimedParticleComponent for signal smoke: the particle starts on a timer, when freeze time ends or when the game starts (At Freeze End), and burns for a set time (Burn Seconds). Late joiners see it too.
  • Added the red signal smoke particle Particles/LL_SignalSmoke_Red.ptc for LL_TimedParticleComponent.
  • Added Hide Delay Seconds to LL_MapZoneComponent: the zone leaves the map that many seconds after freeze time ends.
  • Added the Linear mode to LL_RandomDeploymentComponent for parachute drops: the squad spawns in a line along the spawn point’s arrow, each next soldier higher than the one before (Line Spacing, Line Jitter, Line Spread, Line Rise).
  • Added a direction arrow to the LL_SpawnPoint.et prefab, visible only in World Editor (LL_SpawnPointArrowComponent).
  • AI members of the squad now spawn at Height too instead of on the ground.
  • Characters spawned more than 10 m above the ground now holster their weapon, so it no longer floats beside them under the parachute.
  • Added random squad spawn: the LL_RandomDeployment.et (LL_RandomDeploymentComponent) and LL_SpawnPoint.et prefabs. Each game the squad spawns at one of its spawn points, on the ground or at Height, when the game starts or when freeze time ends (At Freeze End).
  • A squad that spawns when freeze time ends has no start marker on the briefing map.
  • Fixed players losing their slots when they had not reconnected yet during the hard freeze after a session resume.
  • With Session Saves on, a group (SCR_AIGroup) is no longer deleted when its last member dies, so its KIA slots come back with it after a resume.
  • Fixed extra AI members and slots appearing in squads after a session resume and casualties.
  • Added session resume after a server crash: the Session Saves checkbox on LL_GameModeCoop and Configs/Systems/LL_LobbySystems.conf as the scenario’s Systems Config. The server takes snapshots during the game; after a restart with -loadSessionSave the world, slots, markers, triggers and statistics come back, and players get their slots back on reconnect.
  • After a resume the game stays in a hard freeze until an admin releases it with /hardfreeze 0. The hard freeze shows the snapshot time and how many players are back.
  • Added the admin command /snapshot to take a snapshot at once.
  • A server stop now takes a final snapshot.
  • Any hard freeze now stops time, disables damage, stops vehicles and holds helicopters in the air.
  • Freeze time now starts after the hard freeze ends.
  • Spectators now see the time left until the mission ends when it has an LL_TriggerMissionEndTimer.
  • Snapshots are now deleted when the game reaches debriefing.