Big Replay
Auto-starts the standalone Big Replay recorder next to a modded Big Walk launch (read-only; not for validated runs).
| Date uploaded | a week ago |
| Version | 0.1.2 |
| Download link | iameli-Big_Replay-0.1.2.zip |
| Downloads | 16 |
| Dependency string | iameli-Big_Replay-0.1.2 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
Big Replay — Launcher
Records 12-player Big Walk runs from outside the game and plays them back on a map. To see an example of the output, have a look at our 12-player world record: https://big-replay.iame.li/did:plc:2zmxikig2sj7gqaezl5gntae/3mwlzuf4ihz2e.
This package auto-starts the standalone Big Replay recorder when you launch Big Walk through a mod manager, and closes it (after saving) when the game exits. Big Replay itself stays a separate executable: it never patches the game and never writes to it — it reads memory only, allowing you to run unmodded versions of the game for speedrun validity. So you can use this package in two ways:
- If you don't care about speedrun validity, this will take care of running Big Replay for you automatically.
- Even if you do, keeping this mod up-to-date is a great way to keep Big Replay up-to-date.
Install
- Install this package with your mod manager.
- Launch Big Walk through the mod manager as usual — Big Replay opens by itself.
- Play. Replays are saved to
Documents\BigReplay\. - Watch them at https://big-replay.iame.li/, by dropping a replay file onto the viewer.
Config
| Entry | Default | Meaning |
|---|---|---|
Launcher / Enabled |
true |
Start Big Replay alongside the game. |
Launcher / GraceSeconds |
25 |
Seconds after the game exits before Big Replay closes. |
The launcher only ever runs the payload shipped in this package
(<profile>/BigReplay/BigReplay.exe). There is deliberately no executable-path setting: BepInEx
configs get shared between users, and a path entry would let a shared config point the launcher
at an arbitrary program.
Troubleshooting
- The game crashed on the very first modded launch — BepInEx is generating its IL2CPP
interop assemblies (normally a several-minute, seemingly-frozen first launch). Launch again to
retry, or copy a working
BepInEx/interopfolder from another profile. After it succeeds, launches are fast and stable. - Big Replay didn't open — check
BepInEx/config/com.bigwalk.replaylauncher.cfg(Enabled) andBepInEx/LogOutput.logfor aStarted Big Replayline.
Links
- Source, standalone downloads, docs: https://github.com/iameli/big-replay
- Replay viewer: https://big-replay.iame.li/
- Trust notes (read-only, no game writes): https://github.com/iameli/big-replay/blob/next/docs/trust.md
CHANGELOG
Changelog
0.1.4
- Recorder repinned to Big Walk 1.6.0 (build 25723723, metadata still v39): new binary
layout (
ImageSize74084352, shifted metadata/type/field tables),PlayerNetworking.isPendingmoved 0x150 → 0x158. Verified live against a running 1.6.0 session — 3 players with names and positions, 45 gourds. Older builds are still refused by the attach fingerprint check.
0.1.3
- Added an MIT "LICENSE" to the repository and to the package.
0.1.2
- Documentation correction: any player in the lobby can run Big Replay — player, gourd and monument state is replicated to every client, so the recorder no longer needs to run on the host. (Recorder window hint text updated to match.)
- The Thunderstore package is now built in CI and attached to every GitHub release
(
Big_Replay-<version>.zip), alongside the installer and portable zip.
0.1.1
- Removed the launcher's executable-path config entry. BepInEx configs are shared as codes, so
a path setting would let a shared config point the launcher at an arbitrary program. The
payload location is now fixed at
<profile>/BigReplay/BigReplay.exe. - Package README: troubleshooting notes for the first-launch interop generation step.
0.1.0
- Initial release: launches the standalone Big Replay recorder alongside a modded Big Walk launch, and closes it (saving the current replay) after the game exits — crash-proof via process watching, with a relaunch grace period.