Hi all,
I'm using ST's CubeMX implementation on a F4 discovery board. I use ST's USB middlewares with FreeRTOS.
When I get a special OutputReport from PC side I have to answer nearly immediately (in 10-15 ms). Currently I cannot achieve this timing and it seems my high priority tasks can interrupt the USB callback. What do you think, is it possible? Because it's generated code I'm not sure but can I increase the priority of the USB interrupt (if there is any)?
Thank you,
David
10 to 15 ms is very slow, so I'm sure its possible.
Where is the USB callback function called from? If it is an interrupt then it cannot be interrupted by high priority RTOS tasks. Any non interrupt code (whether you are using an RTOS or not) can only run if no interrupts are running.
Without knowing the control flow in your application its hard to know what to suggest. How is the OutputReport communicated to you? By an interrupt, a message from another task, or some other way?
The callback which receive the data from PC is called from the OTGFSIRQHandler (it's the part of the HALPCDIRQHandler function). I think the problem is SysTickHandler's priority is higher than OTGFSIRQHandler and it's cannot be modified, but the scheduler shouldn't interrupt the OTGFSIRQHandler with any task handled by the scheduler. Am I wrong that the scheduler can interrupt the OTGFS_IRQHandler?
Going Medieval Multiplayer Mod _verified_ [TOP]
If you are looking for specific mods or need help setting up a server,0 Steam Workshop top mods. How to use the Discord to find modders. How to share save files in version 1.0.61. Let me know how you'd like to proceed. Share public link
to play on the same map seeds. You can "interact" by manually trading save files or roleplaying as rival factions within the same region. Settler Exchanges
wouldn’t miss it.
The Going Medieval Multiplayer Mod is a game-changer for fans of the series, offering a new level of depth and complexity to the game. With its robust features, collaborative gameplay, and community engagement, the mod is a must-have for anyone looking to experience the game in a new way. Whether you're a seasoned player or new to the series, the Going Medieval Multiplayer Mod is an excellent way to breathe new life into the game. So, gather your friends, join a server, and start exploring the world of Going Medieval multiplayer today!
However, the most common question among fans remains: While the developers have focused on a premium single-player experience, the community has stepped in. Does Going Medieval Have Official Multiplayer? going medieval multiplayer mod
Officially, . The developer roadmap focuses entirely on expanding the solo colony simulation, adding deeper NPC interactions, advanced production lines, and world-map mechanics.
same time tomorrow?
Have you found a new script or a proof-of-concept mod since this article was published? Check the official Going Medieval Modding Discord pinned messages—if a breakthrough happens, that is where you will hear the horn first.
The Going Medieval Multiplayer Mod, also known as "Going Medieval MP" or "GMM", is a community-created modification that enables multiplayer functionality in the game. Developed by a team of dedicated fans, the mod allows players to join or create servers, interact with others, and experience the game in a whole new way. With the mod, players can collaborate on building projects, share resources, and engage in combat together, adding a new layer of depth to the game. If you are looking for specific mods or
Colony simulators rely heavily on time-manipulation keys (Pause, 1x, 2x, and 3x speed). In a multiplayer environment, managing game speed becomes a logistical headache. If one player pauses to design a grand church, it halts the gameplay for everyone else, requiring complex voting systems or asynchronous speed mechanics. Will the Developers Add Official Multiplayer?
The game’s architecture is single-threaded and deterministic in a way that is common for colony sims (think Dwarf Fortress or RimWorld before its multiplayer mod). The entire world state—from the temperature gradient in a cellar to the pathfinding of a stray rabbit—exists on one machine. There is no server-client model baked into the codebase.
Why hasn't a modder simply created a co-op mod, like the famous RimWorld multiplayer mod? To understand, we have to look under the hood.
A multiplayer mod would allow friends to divide labor, with one player managing agriculture and logistics while another focuses on architectural design and defense. Let me know how you'd like to proceed
I’ve sunk a ridiculous amount of hours into Going Medieval, but lately, I’ve been thinking about how much fun it would be to build a colony with a friend. I know the devs are focusing on the core game first, but I’ve seen a few multiplayer mods popping up on the workshop.
An authoritative-server mod for Going Medieval can enable robust cooperative multiplayer while preserving single-player play and mod extensibility. Key choices: server-side authority, intent-based actions, interest management, and a mod-aware replication layer. With staged implementation and strong testing, a community-driven multiplayer mod is feasible without engine-level changes.
Interpretation: Do not hold your breath for official multiplayer in 2025 or even 2026. However, they have also expressed a desire to improve modding support post-launch. That is the real key. If Foxy Voxel releases an official modding API or Development Kit that exposes save-state serialization and deterministic tick logic, a multiplayer mod becomes plausible. Without it, the task is Herculean.
Thank you for the answer, I think I'm a bit confused with the Cortex ISR priorities :-)
What I can observe is if I use a much higher osDelay in my high priority task I can respond for the received USB message much faster. This is why I think tasks can mess up with my OTG interrupt.
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