Rename project to Commonwealth Online

Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
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## Overview
Successfully aligned Fallout 4 Together with TiltedEvolution's proven multiplayer animation synchronization architecture. Implemented complete stack from network protocol through animation descriptor system to action replay infrastructure.
Successfully aligned Commonwealth Online with TiltedEvolution's proven multiplayer animation synchronization architecture. Implemented complete stack from network protocol through animation descriptor system to action replay infrastructure.
**Key Achievement:** Proxy actors can now theoretically display working animations by:
1. Dynamically spawning proxies
@@ -376,7 +376,7 @@ Ready for in-game validation
## Conclusion
Phases 1-5 successfully implement a complete, TiltedEvolution-aligned animation synchronization architecture for Fallout 4 Together. All foundational systems are in place:
Phases 1-5 successfully implement a complete, TiltedEvolution-aligned animation synchronization architecture for Commonwealth Online. All foundational systems are in place:
- ✅ Descriptor-based efficient variable sync
- ✅ Dynamic proxy spawning with reuse
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## Executive Summary
This document maps TiltedEvolution's proven multiplayer animation and state synchronization architecture onto Fallout 4 Together's codebase. It identifies which concepts are applicable to FO4, what needs adaptation, and FO4-specific constraints.
This document maps TiltedEvolution's proven multiplayer animation and state synchronization architecture onto Commonwealth Online's codebase. It identifies which concepts are applicable to FO4, what needs adaptation, and FO4-specific constraints.
**Key Finding:** TiltedEvolution's architecture is fundamentally compatible with FO4, but FO4 has stricter constraints around AI, velocity, and action replay mechanics.
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@@ -1,4 +1,4 @@
# Animation Sync Analysis: Fallout 4 Together vs TiltedEvolution
# Animation Sync Analysis: Commonwealth Online vs TiltedEvolution
> **Resolution update (2026-06-05):** The "variable names may be wrong" hypothesis below is
> now confirmed and fixed. The real FO4 humanoid graph variable names + types were extracted
@@ -15,7 +15,7 @@
## Problem Statement
Your Fallout 4 Together animations aren't working on proxy actors. You have animation sync code in `F4TProxyAnimationSync.cpp` attempting to set graph variables by name (`Speed`, `IsSprinting`, etc.), but the variables aren't being applied or synced correctly.
Your Commonwealth Online animations aren't working on proxy actors. You have animation sync code in `F4TProxyAnimationSync.cpp` attempting to set graph variables by name (`Speed`, `IsSprinting`, etc.), but the variables aren't being applied or synced correctly.
---
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@@ -1,6 +1,6 @@
# Creation Kit Notes
The Creation Kit side of Fallout 4 Together should provide controlled test content for multiplayer development.
The Creation Kit side of Commonwealth Online should provide controlled test content for multiplayer development.
## First Creation Kit Goals
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@@ -1,6 +1,6 @@
# Development Log
This file tracks development progress for Fallout 4 Together.
This file tracks development progress for Commonwealth Online.
Use this log to record setup decisions, tool versions, technical discoveries,
failed experiments, successful tests, and next steps.
@@ -99,7 +99,7 @@ proxies only showed walk/run (no slow-walk/jog), and ground jumps never exited t
### Summary
After grounding the graph variable names (see entry below), an in-game log
(`Fallout4Together.log`) showed locomotion variables were now correct
(`CommonwealthOnline.log`) showed locomotion variables were now correct
(`graphSpeedReadBack=true(373.0)` while running), but proxies still never showed walk/run
animation. Root cause: the local player was reporting `isJumping=true` almost continuously
while merely running, so proxies were perpetually forced into the jump state, which masks
@@ -191,7 +191,7 @@ types extracted from the real humanoid movement behavior graph
`MTBehavior`, and needs its own research pass.
### Next Steps
- Verify in-game and capture a fresh `Fallout4Together.log` diagnostic.
- Verify in-game and capture a fresh `CommonwealthOnline.log` diagnostic.
- Cross-check the transition event names against the behavior graph `eventNames` arrays.
- If sneak works, investigate the weapon wrapping behavior for the weapon-drawn variable.
@@ -241,7 +241,7 @@ types extracted from the real humanoid movement behavior graph
✅ **Build: SUCCESS** - No warnings
✅ **Jump animation**: Now transitions properly when landing
✅ **Plugin compiled**: `Fallout4Together.dll`
✅ **Plugin compiled**: `CommonwealthOnline.dll`
### How Jump Works Now
@@ -356,7 +356,7 @@ Build: SUCCESS
### Build Status
✅ **Build: SUCCESS** - No new errors
✅ **Plugin compiled**: `Fallout4Together.dll`
✅ **Plugin compiled**: `CommonwealthOnline.dll`
✅ **Crouch detection**: Working in real player
✅ **Crouch animation events**: Now firing via animation graph transitions
@@ -461,7 +461,7 @@ Build: SUCCESS
### What Changed
- Created the Fallout 4 Together repository.
- Created the Commonwealth Online repository.
- Added the initial repository folder structure.
- Added starter Markdown documentation files.
- Added project roadmap, disclaimer, setup notes, protocol notes, and plugin planning documents.
@@ -480,13 +480,13 @@ The immediate priority is to make sure the project has:
### Decisions Made
- Project name: Fallout 4 Together
- Project name: Commonwealth Online
- Internal prefix: F4T
- Primary target platform: Steam Fallout 4
- First prototype goal: two clients in a controlled test cell, with each player visible as a synced remote actor
- Early test cell name: F4TTestCell01
- Early test ESP name: Fallout4Together_Test.esp
- Early plugin DLL name: Fallout4Together.dll
- Early plugin DLL name: CommonwealthOnline.dll
### Current Status
@@ -517,7 +517,7 @@ No Creation Kit test cell yet
### What Changed
- Built the initial Fallout 4 Together DLL.
- Built the initial Commonwealth Online DLL.
- Installed the DLL into `Data/F4SE/Plugins/`.
- Launched Fallout 4 through F4SE.
@@ -534,15 +534,15 @@ No Creation Kit test cell yet
### Notes
- The current log file is named `commonlibf4-template.log`.
- The next step is to rename the plugin identity and log output to `Fallout4Together`.
- The next step is to rename the plugin identity and log output to `CommonwealthOnline`.
### Next Steps
- Replace template name references with `Fallout4Together`.
- Replace `Hello World!` with a Fallout 4 Together startup message.
- Replace template name references with `CommonwealthOnline`.
- Replace `Hello World!` with a Commonwealth Online startup message.
- Rebuild the DLL.
- Launch through F4SE again.
- Confirm `Fallout4Together.log` is created.
- Confirm `CommonwealthOnline.log` is created.
---
@@ -550,13 +550,13 @@ No Creation Kit test cell yet
### What Changed
- Renamed the plugin/log identity from the CommonLibF4 template to Fallout4Together.
- Rebuilt and installed `Fallout4Together.dll`.
- Renamed the plugin/log identity from the CommonLibF4 template to CommonwealthOnline.
- Rebuilt and installed `CommonwealthOnline.dll`.
- Launched Fallout 4 through F4SE.
### What Worked
- `Fallout4Together.log` was created.
- `CommonwealthOnline.log` was created.
- The plugin loaded successfully.
- The plugin startup code executed.
@@ -567,13 +567,13 @@ No Creation Kit test cell yet
### Notes
- The log still contains the template message `Hello World!`.
- Next step is to replace this message with a Fallout 4 Together startup message.
- Next step is to replace this message with a Commonwealth Online startup message.
### Next Steps
- Replace `Hello World!` with a proper plugin startup log message.
- Rebuild and reinstall the DLL.
- Confirm the updated message appears in `Fallout4Together.log`.
- Confirm the updated message appears in `CommonwealthOnline.log`.
- Begin testing local player position readout.
---
@@ -582,15 +582,15 @@ No Creation Kit test cell yet
### What Changed
- Updated the Fallout 4 Together plugin startup message.
- Updated the Commonwealth Online plugin startup message.
- Added local player position readout.
- Logged the player's X, Y, Z position and Z rotation angle.
### What Worked
- `Fallout4Together.dll` built successfully.
- `CommonwealthOnline.dll` built successfully.
- Fallout 4 launched through F4SE.
- `Fallout4Together.log` was created.
- `CommonwealthOnline.log` was created.
- The plugin loaded successfully.
- The plugin safely read and logged the local player position.
@@ -614,12 +614,12 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
- Updated player position logging so it only writes when the player position changes.
- Added throttling so movement updates do not flood the log.
- Rebuilt and tested `Fallout4Together.dll`.
- Rebuilt and tested `CommonwealthOnline.dll`.
### What Worked
- Fallout 4 launched through F4SE.
- `Fallout4Together.log` was created.
- `CommonwealthOnline.log` was created.
- The plugin logged the player position while moving.
- Position logging now updates at a readable pace instead of many times per second.
@@ -645,7 +645,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
### What Changed
- Added a local Python test server.
- Added basic networking from the Fallout 4 Together plugin to the local server.
- Added basic networking from the Commonwealth Online plugin to the local server.
- Sent player transform data from Fallout 4 to the server.
- Server now prints received transform packets.
@@ -763,7 +763,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
- Tested the full server broadcast flow.
- Connected a fake Python client to the local server.
- Connected the Fallout 4 Together plugin as a second client.
- Connected the Commonwealth Online plugin as a second client.
- Confirmed that transform packets from the Fallout 4 plugin are broadcast to the fake client.
### What Worked
@@ -956,7 +956,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
### Notes
- The receive loop runs on a background networking thread.
- Remote transform logging is throttled so `Fallout4Together.log` remains readable.
- Remote transform logging is throttled so `CommonwealthOnline.log` remains readable.
- Actor spawning, actor movement, animation sync, combat sync, inventory sync, quest sync, and settlement sync remain planned later.
### Next Steps
@@ -972,7 +972,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
- Added a shared local-player log prefix helper for plugin networking logs.
- Prefixed important startup, connection, welcome, transform send, remote update, disconnect, and networking warning logs with `[LocalPlayerId=unassigned]` or `[LocalPlayerId=N]`.
- Kept the existing `Fallout4Together.log` file name and avoided per-instance log files for this milestone.
- Kept the existing `CommonwealthOnline.log` file name and avoided per-instance log files for this milestone.
### What Worked
@@ -1018,7 +1018,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
### Notes
- This is the first successful visible actor-control test for Fallout 4 Together.
- This is the first successful visible actor-control test for Commonwealth Online.
- The proxy is still driven by local player position plus offset, not remote player state.
- Dynamic spawning is still not implemented.
- Remote actor syncing has not started yet.
@@ -1150,8 +1150,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
- `server/server.py` and `server/fake_client.py` were intentionally left
unchanged because the transform packet protocol did not need to change.
- This is the first smooth visible multiplayer prototype for Fallout 4
Together.
- This is the first smooth visible multiplayer prototype for Commonwealth Online.
- The proxy actor still lacks synced animations.
- Only one proxy actor is supported.
- Dynamic spawning is not implemented.
@@ -1283,7 +1282,7 @@ Player position: X=2048.00, Y=2048.00, Z=0.00, AngleZ=0.00
### Next Steps
- Test crouch/sneak in-game and compare `apiSneaking`, `actorStateSneaking`,
`actorStateForceSneak`, and `finalIsSneaking` in `Fallout4Together.log`.
`actorStateForceSneak`, and `finalIsSneaking` in `CommonwealthOnline.log`.
---
@@ -1665,7 +1664,7 @@ plugin-local form ID on the existing game-thread proxy controller path.
- Ran `xmake build` from `plugin`; it succeeded.
- Pending: launch Fallout 4 through F4SE, load `Fallout4Together_Test.esp`, and
`coc F4TTestCell01`.
- Pending: confirm `Fallout4Together.log` reports the test ESP load status and
- Pending: confirm `CommonwealthOnline.log` reports the test ESP load status and
`F4T_RemotePlayerProxy` lookup result.
- Pending: confirm the existing placed proxy fallback still represents one fake
client and still holds/restores correctly.
@@ -1729,7 +1728,7 @@ remote player representation.
- Ran `xmake build` from `plugin`; it succeeded.
- Pending: launch Fallout 4 through F4SE, load `Fallout4Together_Test.esp`, and
`coc F4TTestCell01`.
- Pending: confirm `Fallout4Together.log` shows actor-base resolution, one
- Pending: confirm `CommonwealthOnline.log` shows actor-base resolution, one
runtime spawn attempt, and either spawn success details or a clear failure
reason.
- Pending: confirm the new runtime proxy actor appears near the player if spawn
@@ -1995,7 +1994,7 @@ handle-validation, near-player hold, and repeated visibility diagnostic path.
- Ran `xmake build` from `plugin`; it succeeded.
- Pending: launch Fallout 4 through F4SE, enter `F4TTestCell01`, and confirm
`Fallout4Together.log` reports whether the Stage 3.3 vanilla diagnostic is
`CommonwealthOnline.log` reports whether the Stage 3.3 vanilla diagnostic is
active or fell back to `F4T_RemotePlayerProxy`.
- Pending: inspect the hold diagnostics and final PASS/PARTIAL/FAIL result to
determine whether the vanilla actor base appears visually through the same
@@ -2065,7 +2064,7 @@ separate visibility control.
- Ran `xmake build` from `plugin`; it succeeded.
- Pending: launch Fallout 4 through F4SE, enter `F4TTestCell01`, and confirm
`Fallout4Together.log` shows absolute lookup diagnostics for `000179FF` and
`CommonwealthOnline.log` shows absolute lookup diagnostics for `000179FF` and
`0001CA7D`.
- Pending: confirm that a resolved Codsworth base is used for the vanilla
runtime-spawn diagnostic, or that the custom proxy fallback is logged clearly.
@@ -2137,7 +2136,7 @@ runtime spawn path.
- Ran `xmake build` from `plugin`; it succeeded.
- Pending: launch Fallout 4 through F4SE, enter `F4TTestCell01`, and confirm
`Fallout4Together.log` shows the Stage 3.5 console command execution.
`CommonwealthOnline.log` shows the Stage 3.5 console command execution.
- Pending: confirm the diagnostic resolves a spawned Codsworth actor near the
local player and reports a Stage 3.5 PASS/PARTIAL/FAIL conclusion.
@@ -2396,7 +2395,7 @@ proxy cap forever.
- `xmake build` from the repository root prompts because there is no root
`xmake.lua`.
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: launch Fallout 4 through F4SE, load
`Fallout4Together_Test.esp`, `coc F4TTestCell01`, start the Dev Server GUI,
add fake clients up to the cap, disconnect clients, wait for the reuse delay,
@@ -2454,7 +2453,7 @@ client connected.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: start server, add fake client, connect Fallout 4,
and confirm runtime proxy spawn/settle no longer crashes.
- Pending manual validation: re-test multiple clients, movement, held/reusable
@@ -2511,7 +2510,7 @@ driven by `RemotePlayerState`.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: attack a runtime proxy and confirm walk-away
animation intent is gone or reduced.
- Pending manual validation: bump a runtime proxy and confirm no persistent
@@ -2573,7 +2572,7 @@ of entering persistent NPC combat or pursuit behavior.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: attack a runtime proxy and confirm it does not chase
or attack the local player.
- Pending manual validation: bump a runtime proxy and confirm no persistent AI
@@ -2633,7 +2632,7 @@ positioning path.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: repeat the GUI fake-client disconnect test that
previously caused held proxies to visually reappear.
@@ -2685,7 +2684,7 @@ starting near the local player before snapping away.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: add a GUI fake client and confirm its proxy no
longer briefly appears near the local player before moving to the fake client's
remote transform.
@@ -2742,7 +2741,7 @@ each remote `playerId` without visually applying animation.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: launch through F4SE, start the server, add fake
clients in `F4TTestCell01`, and confirm per-player initial and transition
animation state logs without visual animation changes.
@@ -2804,7 +2803,7 @@ mutating actors by default.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: use the Dev Server GUI to add fake clients, toggle
sneak on/off, and confirm existing animation debug logs plus one-time disabled
visual sneak diagnostics without any visual crouch by default.
@@ -2866,7 +2865,7 @@ remote player's `isSneaking` state changes.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Manual test placeholder: start the Dev Server GUI, launch Fallout 4 through
F4SE, `coc F4TTestCell01`, add fake clients, and toggle sneak on/off.
- Expected manual result: only the assigned runtime proxy for the toggled fake
@@ -2923,7 +2922,7 @@ Next investigation should focus on read-only animation graph variable discovery
### Testing
- Ran `xmake build` from `plugin`; it succeeded and rebuilt
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: fake-client sneak toggles in `F4TTestCell01`
should still produce animation debug `isSneaking` transition logs without
applying visual sneak mutation by default.
@@ -2982,7 +2981,7 @@ movement, sneak, jump, and weapon state signals.
### Testing
- Ran `xmake build` from `plugin`; it succeeded and linked
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Manual Fallout 4 / F4SE testing is still pending:
- Launch through F4SE.
- `coc F4TTestCell01`.
@@ -2990,7 +2989,7 @@ movement, sneak, jump, and weapon state signals.
- Move/stop and sprint if safe.
- Jump.
- Draw/holster weapon if safe.
- Check `Fallout4Together.log` for `Local animation graph debug` lines.
- Check `CommonwealthOnline.log` for `Local animation graph debug` lines.
- Optionally add one fake client to confirm runtime proxies still spawn and
move while proxy graph diagnostics remain disabled.
@@ -3063,7 +3062,7 @@ uses CommonLibF4 read-only virtual getter overloads to probe cache IDs from
### Testing
- Ran `xmake build` from `plugin`; it succeeded and linked
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Linter diagnostics for `plugin/src/F4TLocalAnimationGraphDebug.cpp` reported
no errors.
- Manual Fallout 4 / F4SE testing is still pending:
@@ -3105,7 +3104,7 @@ uses CommonLibF4 read-only virtual getter overloads to probe cache IDs from
- Run the manual F4SE test sequence and record cache size, readable ID counts,
and any candidate sneak/movement/weapon/jump/sprint IDs from
`Fallout4Together.log`.
`CommonwealthOnline.log`.
---
@@ -3197,7 +3196,7 @@ unchanged.
### Testing
- Ran `xmake build` from `plugin`; build succeeded and linked
`Fallout4Together.dll`.
`CommonwealthOnline.dll`.
- Pending manual validation: F4SE, `coc F4TTestCell01`, Dev Server fake clients
with Walk Circle / Walk To Player and sneak/jump toggles; confirm proxy walk
cycle, idle when stopped, crouch, and no crash or walk-away AI.
@@ -3250,7 +3249,7 @@ but `SetPosition(..., true)` likely reset the character controller each frame.
- Ran `xmake build` from `plugin`; build succeeded.
- Pending manual F4SE retest with fake Walk To Player; check for walk cycle and
optional `Speed read-back mismatch` warning in `Fallout4Together.log`.
optional `Speed read-back mismatch` warning in `CommonwealthOnline.log`.
---
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# F4SE Notes
F4SE is expected to be the main entry point for the native plugin side of Fallout 4 Together.
F4SE is expected to be the main entry point for the native plugin side of Commonwealth Online.
## Plugin Goals
@@ -18,7 +18,7 @@ The first plugin goals are:
Eventually, the compiled plugin should output something like:
```text
Data/F4SE/Plugins/Fallout4Together.dll
Data/F4SE/Plugins/CommonwealthOnline.dll
```
## Important Notes
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# Limitations
Fallout 4 was designed as a single-player game. Fallout 4 Together is therefore expected to have serious technical limitations, especially during early development.
Fallout 4 was designed as a single-player game. Commonwealth Online is therefore expected to have serious technical limitations, especially during early development.
## Early Prototype Limitations
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# Project Overview
Fallout 4 Together is a prototype multiplayer framework experiment for Fallout 4.
Commonwealth Online is a prototype multiplayer framework experiment for Fallout 4.
The first target is not full co-op. The first target is a controlled test where two clients can connect to a local server and see each other as synced actors in a custom test cell.
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@@ -2,7 +2,7 @@
## Executive Summary
Successfully completed Phase 1-3 of the Fallout 4 Together → TiltedEvolution alignment initiative. Established comprehensive architectural foundation, protocol extensions, and animation descriptor infrastructure to enable working proxy actor animations.
Successfully completed Phase 1-3 of the Commonwealth Online → TiltedEvolution alignment initiative. Established comprehensive architectural foundation, protocol extensions, and animation descriptor infrastructure to enable working proxy actor animations.
**Status:** Ready to proceed with Phase 4 (Dynamic Spawn).
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@@ -151,7 +151,7 @@ After recompiling, run fake client and watch log:
```bash
# Terminal: Watch logs in real-time
Get-Content "c:\Users\User\Documents\My Games\Fallout4\F4SE\Fallout4Together.log" -Wait -Tail 50 | Select-String "Phase2-DEBUG"
Get-Content "c:\Users\User\Documents\My Games\Fallout4\F4SE\CommonwealthOnline.log" -Wait -Tail 50 | Select-String "Phase2-DEBUG"
```
**Expected pattern (good interpolation):**
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@@ -80,7 +80,7 @@ Create a simple test script (`test_interpolation.py`):
### Setup Step 1: Start Relay Server
```bash
cd f:\Repos\Fallout-4-Together\server
cd f:\Repos\Commonwealth-Online\server
python server.py
```
@@ -95,7 +95,7 @@ Waiting for connections...
In a new terminal:
```bash
cd f:\Repos\Fallout-4-Together\server
cd f:\Repos\Commonwealth-Online\server
python fake_client.py
```
@@ -341,11 +341,11 @@ This should still appear alongside interpolation.
```bash
# Terminal 1: Start relay server
cd f:\Repos\Fallout-4-Together\server
cd f:\Repos\Commonwealth-Online\server
python server.py
# Terminal 2: Start fake client (single remote player)
cd f:\Repos\Fallout-4-Together\server
cd f:\Repos\Commonwealth-Online\server
python fake_client.py
# In-game: Launch F4T and observe proxy movement
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@@ -1,6 +1,6 @@
# Protocol Overview
The Fallout 4 Together protocol defines the messages sent between Fallout 4 clients and the external server.
The Commonwealth Online protocol defines the messages sent between Fallout 4 clients and the external server.
Early versions should stay simple and easy to debug.
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@@ -16,7 +16,7 @@ This file is for notes on existing Bethesda multiplayer projects and experiments
- How did they handle cell changes?
- How did they handle quest state?
- What systems were impossible or unstable?
- What parts are useful references for Fallout 4 Together?
- What parts are useful references for Commonwealth Online?
## Notes
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@@ -19,7 +19,7 @@ Recommended:
```text
Fallout 4
F4SE
Fallout 4 Together test plugin
Commonwealth Online test plugin
No other gameplay mods
Dedicated test save
```
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@@ -1,6 +1,6 @@
# Version Targets
Fallout 4 Together is version-sensitive because it depends on Fallout 4, F4SE, and native plugin development.
Commonwealth Online is version-sensitive because it depends on Fallout 4, F4SE, and native plugin development.
## Primary Target
@@ -20,8 +20,8 @@ All multiplayer testing should use the same:
* Fallout 4 version
* F4SE version
* Fallout 4 Together plugin version
* Fallout 4 Together test ESP version
* Commonwealth Online plugin version
* Commonwealth Online test ESP version
* Load order
* Test save
@@ -39,12 +39,12 @@ F4SE supports the latest Fallout 4 versions available on Steam and GOG, but Stea
## Current Development Decision
Fallout 4 Together will use the Steam build of Fallout 4 as the primary development target.
Commonwealth Online will use the Steam build of Fallout 4 as the primary development target.
GOG support may be investigated later once the plugin loads successfully and the basic transform-sync prototype is working.
## Compatibility Warning
Fallout 4 Together may not work across different Fallout 4 executable versions.
Commonwealth Online may not work across different Fallout 4 executable versions.
During testing, every connected player should use the same game version, F4SE version, plugin version, ESP version, and load order.