After Steam updated skate., some installs had the supported Skate.exe over
the new build's data (a copied game, or a download that stopped part-way).
The launcher called that ready, every mod was left out as "made for game
build 29544144, not the installed 29663206; rebuild it with ReSkate Studio",
and the mods stayed out after the game files were put right.
Launcher
- Ready now also needs the game's data to be the supported build, read from
Data\layout.toc against supported_build::game_data_changelist (29544144).
Data of another build, or none, reads "Game files need verifying".
- DOWNLOAD in that state checks every file (-validate) instead of fetching
only what is missing. A download that fails part-way no longer ends on
ready because Skate.exe arrived.
- Data whose build cannot be read does not block.
Mods
- A mod left out because the game was of another build is no longer
remembered in .reskate-excluded.json: it is checked on every launch. One
already remembered for it is looked at again.
- When it is the game that is not the supported build, the mod's message
says to verify the game files in the launcher, not to rebuild the mod.
Objects other players place are spawned locally, so the game took every one
for the local player's own: all were solid, and their card offered the
owner's buttons and named the wrong player.
- Other players' objects are ghosts the skater passes through, as in the
game's own sessions. Each player's row in the session menu has an
"Objects: solid / ghost" switch, remembered by Steam ID; a dedicated
server's own objects (its parks) are solid unless switched off.
`mp objects-solid <SteamID64|server> on|off` does the same.
- The card's own Disable and Enable on one object stand over that player's
setting until the setting is changed.
- The card on an object someone else placed no longer offers Edit or
Delete: the game's "is this mine" and "may this be edited" checks answer
for who really placed it. It offers Disable instead.
- The card names the owner of the object it is for, read from the card's
own script, instead of the owner of the object nearest the skater.
- A dedicated server has a player card of its own, "Server", shown on what
it placed.
Server: the Mods folder is kept when the configuration is reloaded. A park
mod was reported as not being in the Mods folder after a reload.
A Jam Session takes the score of the line just landed from the score HUD's
text, with the script native ParseInt, which is the C library's atoi. atoi
stops at the first character that is not a digit, so a line shown as 5,432
was read as 5 and added 5 to the player's total. Reported for Jam Sessions
and Spot Battles: lines of 5,000 and more adding one or two points.
ParseInt now reads groups of three digits whole, set apart by a comma, a
full stop, an apostrophe or a space: "5,432" is 5432. Text that is not a
grouped number is read exactly as before. The first few grouped scores are
logged, to confirm the cause in play.
Sources
- Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg,
FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from
the files' tags. Each folder is a tile in its own row.
- Online Radio: find stations by name (radio-browser.info) or add a stream's
address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own
row; the track name follows what the station sends. Up to 24.
- Both are decoded by the library built into the DLL (SpotifyHelper), which
now plays files and HTTP streams as well as a program's output, reads tags
and embedded pictures, and accepts MPEG-2 ADTS from AAC stations.
Sound
- Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness
levelling, applied to every source on its way into the game.
- Loudness, the speakers option, the equaliser and levelling are now kept in
music-settings.json between sessions.
Setup page
- Remade in the mod's own colours and type, with numbered steps per source.
- Queue pinned to the right: now playing, the playlist's songs with covers,
find, and press to jump. Spotify's own queue shows once signed in.
- Cards for Local files and Online radio; equaliser and levelling under Sound.
In game
- MUSIC page in the menu: player and queue, sound settings, source status and
a button for the setup page.
- "Loading song..." notice in the corner for songs that take a moment, with a
switch to hide it. Presses made while a song is loading no longer restart it.
- The Spotify row is hidden when Spotify is not in use.
- Console: "spotify ..." is now "music ..." (music, music setup, music gain,
music through, music spotify client|login|logout).
Logs
- The music sources' working lines (traces, per-song and per-bind lines,
librespot's own) are debug only; stack captures are skipped unless debug
logging is on. Grind exits: the per-pop line is debug only too.
- A "Pace:" line when the game takes the sound faster or slower than real
time, to find why music sounds fast after tabbing back in.
Chat filter
- A run of digits is a number, not a word spelled with look-alikes: a race
time such as 2:55.0 is no longer masked.
LT / RT pressed during a grind pick the side the skater pops out to,
independently of the trick and the body's rotation (both come from the
left stick in skate.'s own controls). Only the sideways part of the
grind pop's launch is replaced, with the game's own sideways speed; the
trick, spin, pop height and along-rail speed are untouched.
- Input Mode: Toe / Heel (character relative, needs the stance) or
Left / Right of the direction of travel.
- Grab guard: a trigger used to pick the side is hidden from the game
until released, so it never starts a grab.
- Lean guard: while a claimed trigger is held in a grind, the left
stick's left/right reaches the game at the pop, so the game's lean
exit cannot drag the board into the rail.
- Off by default; switches in Mod Options > Player, the ReSkate skater
page, the tools menu and the console (grindexit ...). Kept between
sessions.
- Listener slots on existing hooks only: No Bail's physics step, the
trainer's set_trajectory detour, and the overlay's XInput capture.
No new detours. Build-locked to 20260929 through the trainer's byte
check.
Measured on build 25414733: 48 vanilla grind pops, 144 trigger-set
pops. See Extension/Skater/GRIND_EXITS.md.
Three outside sources can now be played through the game's own music
player. Each has its own row in the music screen, shown only when it is
set up, with tiles that behave like the game's playlists: track name,
cover, pause, next, and pressing a row to start that track.
How the sound gets in
- The game's song decoder is hooked. While one of these tiles is on, the
audio of the game song behind it (its "carrier") is replaced, block by
block, with the outside source's audio. The game's volume, fades and
pausing still apply.
- Rows are songs of our own registered with the game's music registry
(copies of a real song's asset with their own artist and title), so no
game song is borrowed or renamed to list a track.
Spotify
- The game is a Spotify Connect device ("ReSkate"), built on librespot
and linked into ReSkate.dll (SpotifyHelper/, Rust). Audio, track info
and controls come straight from Spotify. Needs Premium.
- Optional sign-in through the Web API lists the player's playlists and
Liked Songs as tiles with their tracks.
- librespot can no longer end the process (it does so on a free account
and on playback errors); only its thread is stopped.
YouTube Music
- Videos and playlists added by link. yt-dlp is fetched on request into
<Local AppData>\ReSkate\bin and checked against its published sums;
decoding is done in the DLL, so no ffmpeg.
- Private and age-restricted songs: cookies.txt or a browser's sign-in,
with QuickJS fetched as the JavaScript runtime yt-dlp then needs
(Node.js is used instead when installed).
External Audio
- Any app's sound, captured per process from Windows, with the app's own
output turned down while it plays through the game.
Setup page
- "spotify setup" opens http://127.0.0.1:8421/: device status, sign-ins,
YouTube links and tools, the external app, loudness. Loopback only;
changes are accepted from its own page only.
Also
- Speakers in the world play the tile's audio; grabbing one keeps the
player on their tile.
- Playlists added while the game runs are sent to the music screen live.
- MUSIC-SETUP.md: setup guide for players.
Building the Spotify device and the YouTube decoder needs cargo; without
it ReSkate.dll builds without them.
The entity and pending-update pages are twice the game's own size
(262,144 slots), down from four times. Every page set the game keeps
is that many times its normal size whether a map uses the room or not,
and the largest map load seen needs about 150,000 slots.
A page is a power of two entries, found by a shift, so the steps are
two, four and eight times; there is nothing between. The 434 patch
lines are the same instructions as before, each with the number for a
page of 0x800 entries. The render-instance pool and the spatial
buckets stay at eight times, which still covers the capacity.
The game can stream 20480 textures at once. When a map and its mods
need one more, it takes a slot past the end of its table and waits for
ever on a byte that is part of a counter: a hang, then a crash in the
hang's own report (crash reports of 2026-10-11).
The limit is raised to 32764, the most a texture's 16-bit handle can
index, before the game makes its texture streaming manager:
- The manager is allocated longer (6.0 MB, was 2.3 MB) and its slot
table and per-slot floats moved behind its end. Each of the 226
instructions that hold one of those offsets or sizes gets another
number; no code is added. Its four fixed lists are pointed at longer
storage once the constructor has run.
- The renderer keeps a block of floats per slot for each of four
layers. Its object grows to match (27 instructions), and the two
places that index a layer's block as layer * 20480 become a multiply
by the new count, in the same twelve bytes.
- Three functions keep 20480 entries on their own stack. Two list
filters go through a longer list a stretch at a time, and the sort
is given scratch room of its own past that many. Up to 20480 they
run as the game wrote them.
Every instruction is checked byte for byte first, and nothing is
changed if any differs or the manager already exists. An empty
texture_limit_stock.txt beside the game leaves the limit as it is.
Players are told when they come close: a notice at 90% of the limit
in force and an error at 100%, each once until use falls below 80%.
The log records each new high in steps of 5%.
Also: when a function of the game finds its stack written over, the
game ends itself with exit code 0xc0000409 and no crash report. The
log now names that function and its callers first.
The site table (texture_streaming_sites.inc) is generated from a sweep
of the supported build; texture_streaming.h describes the layout.
Tested in game below 20480 textures only. Nothing has run above the
old limit, where the three stack guards and the longer lists first
matter. At 32764 the game still hangs; the notice is the protection.
Guard a crash when the game describes a failed load
When a load fails, the game writes "load <address> failed with error:"
and describes each part of the load's error in turn. That list can
hold parts that were never set, and the game calls through them: six
crash reports from one player on 2.0.5 and 2.0.6 all end at
Skate.exe+0x2e3ab9c, after eight parts that read "no error".
The guard hooks that one function. Before the game describes the
list, every part that is not one of the game's own objects is emptied,
so it reads "no error" as an empty part does; the description also
runs under an exception handler. The failed load is then the game's to
deal with, as it meant to.
What the game wrote goes to the log as a warning ("The game described
the error of a load that failed"), with how many parts were emptied,
so content that does not load can be traced. The game's message names
no asset, only an address.
A dedicated server that rotates its maps can now ask players where to
go next instead of taking the pool's next map.
Server
- maps.rotation_vote: when the timer runs out, a vote between three
maps drawn at random from the pool, "Random map" and "Stay here".
The most votes wins, a tie is drawn, and with no votes it is the
pool's next map. It ends early once everyone has voted.
- maps.rotation_vote_seconds (10-120, default 30) and
maps.rotation_extend_minutes (0-240, default 15; 0 leaves "Stay
here" out).
- maps.rotation_announce: a card when the map has 10, 5 and 1 minutes
left.
- The vote's maps are drawn a minute ahead and sent to games
(PacketKind::next_maps), so their pictures are ready when it opens.
- /vote extend: a built-in vote that gives the map in play
rotation_extend_minutes more. On by default (votes.extend_map), and
only runs while the maps are on a timer. "extend" is now a reserved
vote name.
- Console: rotation vote on|off, rotation announce on|off,
rotation stay <minutes>|off, rotation extend [minutes],
votes extend ..., vote extend.
Game
- The vote opens as a popup in the middle of the screen: a tile per
answer with its picture, name, share of the votes and count. It
holds input as the map download card does, and works with a
controller (D-pad, A, B), the keyboard and the mouse.
- Pictures: a mod map's icon from its folder, or from Thunderstore
when it is not installed; the game's own maps show their loading
screen picture, cut to its middle square. "Random map", "Stay here"
and a map without a picture are drawn as shapes.
- Older servers and polls are unchanged: the vote is a poll, so it can
still be answered with /1, /2... in chat.
Protocol 50: games and servers both need this build.
Votes: a vote is decided by the votes cast, not by everyone on the server. It
passes when yes is its percentage of them, at the end of its time, or sooner
once the players still to vote could not change it. A kick still needs two
yes. The card's bar is yes in green from the left and no in red from the
right, with a mark where yes has to reach. No protocol change.
Map versions: a map installed at another version than the host's is no longer
loaded as it is. The download card offers the host's version (MAP VERSION,
UPDATE), which replaces the installed one and is applied while the game runs.
For that the live merge keeps each mod's fingerprint with where its archives
were placed, and places a mod again when its files have changed since: before,
a mod replaced while the game ran was read where the old one lay. When the
host's version is gone from Thunderstore, or the old one's files are in use,
the player is told and leaves the session.
Dedicated server: "maps reload" reads the Mods folder again, so a map copied
in while the server runs can be switched to at once. The server window reads a
copy of the map list.
Map names: a custom map's level is dingolevel_reskate_<map>, and "reskate" was
left in its name ("/map reskate badlands"). The map's own name is shown and
typed now; the old spelling still finds it.
as a level unloads, the game takes each mesh variation out of its registry by the
entry's mesh and reads it unchecked, and this map's meshes unload before
their databases. A guard on that one function has the read of a mesh that is
gone go on with the next entry, and logs how many were passed over.
The Favorites order fix gave Favorites to any channel that asked for
playlist 0. That is what the music player asks for when Favorites is
chosen, but nothing said another channel could not ask for 0 and mean
something else. The channels the music player's own queues pick songs
for are now remembered as they are seen, and only those are given
Favorites for 0; on any other channel the request goes through as it
came. The channel numbers are still the game's: none is written down.
A channel's binding was logged once per change, except for a channel
past the end of the table, which was logged on every call. Those are no
longer logged at all. The binding line now says whether the channel is
one of the music player's.
The hook on the game's candidate check is removed, with its address: it
changed nothing and only logged.
Replay drafts: the replay editor saves a draft as a pin on the recording
and a thumbnail in the game's media catalogue, which the Drafts screen
lists from. The game only makes that catalogue for a user signed in to
its backend, so under ReSkate a saved draft had nowhere to be listed.
ReSkate now registers the catalogue service and signs in a local user,
both with the game's own functions, so the game's Drafts screen works as
it was built: save, list, open and delete within a session.
A draft's footage stays in the recorder's memory, as it does in the
game, and does not outlive the session. Thumbnails of earlier sessions'
drafts are removed from the catalogue folder at startup; only folders
whose manifest is a replay draft's are touched.
Profiler: `perf sample` on the client thread now reports the slowest
client frames ahead of the function table, each with what it spent its
time in. An average over thirty seconds hides a single long frame.
Memory
- The entity and pending-update pages are four times the game's own size
(524,288 slots), down from eight times. At eight, the game kept a
3.5 GB block for them that was fully in RAM on custom maps; the largest
map load seen needs about 150,000 slots. The render-instance pool and
spatial buckets stay at eight times.
- The log has a "Memory:" line when the game's memory, the players in the
session or the skaters built change: committed, in RAM, players, skaters
built, player distance and map.
- Console: `perf memory` lists the game's memory by block size.
`perf memory mark` remembers it, and the next `perf memory` says what
was added since. `perf memory trace` also records who asked for each
block until `perf memory stop`. `perf memory big` lists the largest
blocks with how much of each is in RAM and a sample of what is in them.
RESKATE_MEMORY_TRACE=<megabytes|all> starts the trace with the game.
Replay crash guard
- The game's replay recorder crashes when its stream has no room for the
next chunk: it writes to the chunk it was not given (Skate.exe+0x48efa34,
crash reports of 2026-10-10). The function now runs under a handler
that, for that one fault alone, returns as if no chunk was ended, and
says so in the log. Any other fault still goes to the crash reporter.
The skip path has not been triggered in testing.
Launcher
- `-map <name>` (also --map, -map=<name>) loads that map as soon as the
game is up, named as the console's `load` names one. With --no-gui and
no other options the launch still uses the saved launcher settings.
Pause menu
- The Multiplayer and Mod Options pages step aside while the game's side
menu, or a screen opened from it such as Settings, is over them. They
drew over both before.
- A button still held when a page comes back is not a press on it: the
Back that closed the side menu no longer dismissed the page as well.
Multiplayer cosmetics
- A player whose mods add or remove cosmetic slots (stickers, say) no
longer has the whole outfit refused. Their items go to this game's slots
by slot: a slot they lack stays empty, an item in a slot this game
lacks is left out, and the log says how many of each.
Costume crash: the skater scripts' item:addEsShaderPreset uses the
preset it is handed without checking that it is loaded, and the game
crashed in the material's construction shortly after arriving on a
server's map while wearing a modded costume. The call is now checked
first: an item whose preset is not there is shown without it, and the
log says so.
Stuck close: once the player closes the game, a watch starts. If the
window has gone or stopped answering and the process is still there
8 seconds later, the process is ended. A window that still answers
(the close was turned down) is left alone, and the watch stands down
after two minutes.
Level unload guard: switched off. Skipping the entry that crashed left
its reference registered, so leaving the level never finished and the
game hung with the world unloaded. The crash it covered is back until
the reference is released properly.
Leaving a level could crash the game: an access violation in Skate.exe at
+0x3f5fc52, on one of its worker threads, with no ReSkate code on the stack.
Three reports from one PC show the same crash at the same address (two on
2.0.0, one on 1.1.8), each about half a second after leaving Skate3Improved on
a server of 81 to 101 players.
While a level unloads, a job walks each unloading object's table of 0x30-byte
entries and reads a number at +0xc8 of the asset each entry points to. An entry
whose asset never resolved holds null there, and the game reads it unchecked.
The loop is rewritten in place at startup so such an entry is skipped. The
2-byte nop before the loop makes room for a jz straight after the pointer is
masked, the two moves it displaced follow it, and the loop's jump back is
retargeted to the new start. Everything from the read on stays where it was;
nothing else in the function jumps into the rewritten bytes.
The patch is applied only when the game's 50 bytes are exactly what it was
written for. Otherwise the game runs as shipped and the log says why; startup
goes on either way. The log shows "Level unload crash guard: ready" when it is
in.
Not known: which asset is unresolved (the map's, or something another player
had equipped), and why it only happens some of the time. The reports hold
stacks only.
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.
Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.
How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.
The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.
Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.
Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).
The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Other players' skaters and skateboards showed none of the game's skater
effects: not the trail or fire a costume or deck comes with, and not the
sparks, dust and puffs of a skater touching the world.
Costume and skateboard effects. The game gives another player's skater and
skateboard the right effect sets by itself, but builds them before their
outfit is on, so nothing showed. They are now built again half a second after
the outfit is applied. An always-on effect that a skater's item puts on the
skateboard's wheel joints (the Ghost Skater trail) follows the skater's own
copy of those joints, which only this player's skater keeps up to date: for
other players it is taken out of the skater's sets and built on their
skateboard, which has the same joints.
Contact effects. They come from a skater touching the world, which only
happens in that player's own game. Each game now captures its skater's
contacts (position, velocity, surface normal, surface material) and sends up
to three a tick in a new unreliable packet, PacketKind::effects. Other games
play each through the game's own function, so the effect is still chosen from
the surface and the speed. A contact is shown as late as that player's poses
are, only within 30 m of their skater, and only for a material the level's
table has: the game reads that table without a bound.
Server. A dedicated server relays effects packets to players within 150 m of
the sender, at most one packet a tick from each player. New setting
players.sync_effects (default true), console and admin command
"effects on|off". Off: the server relays none, and the roster tells games
neither to send their contacts nor to build other players' costume and
skateboard effects. Player-hosted lobbies relay through the host and always
share them.
The roster carries one more byte for the setting. Still protocol 45, which
has not been released.
New console command "mp effects": what has been captured and played, and why
the last contact was refused if one was.
The music player's playlist walk loads a song entry, masks it and reads a flag at [rcx+0x14] before it checks the entry's identity. An unresolved or NULL entry makes that read fault and takes the game down while a playlist is built or opened.
Install a 13-byte in-place guard at the reviewed RVA 0x14f80c7 when the music contracts pass. It keeps the original flag test, shrinks the leading mov eax,0 to xor eax,eax, and adds a jrcxz that skips the dereference when the entry is NULL, landing on the loop increment. The site is matched against its contract bytes before anything is written, so an unsupported image is left untouched, and the guard is applied with VirtualProtect and FlushInstructionCache and then made read-only again.
The contract and patch bytes live with the other music contracts in Engine/Game/Build/20260929/local_music.h; the installer is Extension/Music/local_music_safety.{h,cpp}; local_music_ui.cpp invokes it from initialize_music_functions; cmake/Runtime.cmake builds it. A new dingosdk_music_safety_tests (CTest music_safety) pins the contract length, the decoded instructions and the branch target arithmetic without needing the game.
Stock worlds allocate 8,200 bodies (+1 internal) from FBPhysicsWorldSize.
Studio maps give every collision part its own static body, so large maps
(e.g. a 41k-part GTA IV export) hit the FatalAssert
"bodyIndex < m_freeBodyList.capacity()" in FBPhysicsWorld::asyncAllocateBody
and crash on load.
Hook fb::FBPhysicsWorld creation (RVA 0x02606ff0) and raise the size
descriptor before it is copied into the job arguments, so every free list
and per-body array is sized consistently. BodyCount becomes 65,000 (kept
below 16 bits); the pools a static mesh body also draws from (geometry,
owner, hull/mesh, shape, aggregate/fixed shape, fixed partition,
persistent spatial index) scale by the same factor, capped at 2^20.
Contacts, joints, queries and culling tables keep their native sizes.
Both native callers build the descriptor on their own stack, so raising
it in place only affects that world. Contract bytes for the entry, the
descriptor copy, the internal-body increment and both call sites are
validated before the hook is enabled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Videos exported from the replay editor played two to three times too
fast unless the frame rate was capped, or the export was slow enough to
hold it down by itself (4K, WebM). The fault is in the game's own export
path.
Replay export (Extension/Rendering/replay_export.*)
- While exporting, the game steps the replay by one frame of video
(speed / fps) for every frame it renders. The engine's movie encoder
takes a frame only while a permit byte is set; a world update sets it
once, and a frame submitted without it is dropped. Rendering two or
three frames per update, most of a clip never reached the file, and an
MP4 is exactly as long as its frame count. One clip came out as 181
frames at 30 fps and 297 at 60, 6.0 s and 5.0 s.
- The encoder's frame submit is detoured and the permit set before the
original runs, for the replay editor's encoder only (matched by its
vtable). The frame is encoded on the render thread before the call
returns, so the renderer is held to the pace the encoder keeps and no
frame is lost. The replay still runs fast on screen during an export:
that is the encoder's speed, not the file's.
- The same clip afterwards, frame rate uncapped, MP4 1080p: 505 frames
at 30 fps and 1008 at 60, 16.8 s both, audio as long as the video.
WebM and 4K take the same path and were not run again.
- Addresses are in Engine/Game/Build/20260929/replay_export.h. The hook
starts with the others in runtime_init.cpp.
Launcher
- "Close the launcher when Skate starts" now hides the launcher and exits
when Skate.exe does, instead of exiting as the splash opens. Outside a
Steam library, Skate's protection closed the game (TerminateProcess 0x32)
when the launcher exited during startup; players confirmed turning the
setting off avoided it.
- STATUS tile warns when Steam isn't open or signed in that PLAY starts
offline as Unknown Player (hidden when Offline mode is chosen or while
launching).
- Setting description updated to match.
Startup interventions (20260929)
- exit_return 0x87755f2 -> 0x87fe7fb: the last LEA RSP,[RSP]; JMP stub
before the PUSHFQ / LOCK CMPXCHG routine, as 0x87367cf was in 20260908,
and the return address player logs show. Only enforced once a frame site
is armed; this build's protector has no equivalent rep stosb frame clear.
Client frame cost (profiled 2026-10-02)
- Transform interpolate is inline plain arithmetic (~1% of an MP frame).
- Script gameplay-setting and native-setting gets are served from small
per-thread caches keyed on asset/key address, name prefix and a new
profile::Store::changes() counter, instead of a store lookup each call.
- Hot-path reads in client tick, native settings and population controls
use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.