For the sake of everyone's sanity, FAQ has been rewritten in a compact foldable format and is now available online.
If your subject of curiosity is not covered in it, feel free to ask it here or make a separate discussion for it.
In 9838+, when Frog reaches level ultra, coop partner is granted full toxic immunity. Can consider that a reward for the associated risks on the way.
DLL mismatch is the only known issue that causes persistent connection problems.
You could both try connecting to someone else to troubleshoot source of problem better.
Future versions of the mod will be doing a better job at ensuring that the DLL file is the right version and informing about the fact if it isn't.
Dailies/weeklies cannot be played with the mod. For that you would need to use the base game (nuclearthrone-original).
9843 introduces /loadgame, which permits to load the chosen file for both players. You'll also need to /savegame it to keep progress between sessions.
Right-click game on Steam, pick properties - pick "local files", click "browse local files". Copy the downloaded file into the directory opened, and extract it into it.
If I remember correctly, it unlocks together with B-skin. I am yet to properly implement unlock conditions for C-skins, strictly speaking.
Ping setting is limited to how long a game frame takes to process, because timing is frame-based in GameMaker.
Nuclear Throne runs at 30FPS (and this cannot be easily changed) so you get 1000/30 = 33.3ms steps.
That could be an issue with the code that resets some variables on session start (entering the character select menu from main menu). I assume that changing it from in-game options menu should have it stick correctly.
No matter what, every time I start a run it resets it back to 100% And the pause menu has the settings button grayed out so I cant do it from ingame.
As with regular game, you'll need to disable controller in options first, or the game will assume that you are going to play with two controllers (not known why it works that way).
It was originally planned to let the player wander/mess around in a tutorial/campfire scene like area while they wait, but I've soon discovered that the game breaks a lot on "soft restarting", so that was put off.
You can safely minimize the game though - when someone joins, the game will make a sound, and the window title will be switching between normal and "(Player joined!)" every second or so until you switch to it.
Remove the mod-created nuclearthrone executable, rename nuclearthrone-original to be nuclearthrone.
Once all new features are finished and all bugs are fixed. Hopefully next month.
I was planning to release the update late December, but life was busier than expected.
Scripting support itself is a task of insane complexity and takes time to refine.
You don't commonly see such a thing even in large commercial games made with similar tools, let alone in a freeware mod.
ok i wait for the update and i waited a lot time when see the first video about the version where can add modifications to the game for play me and me brother in the same computer
and thats true
can be uploaded this week
Should be fixed by the next public version - people kept asking to make the mod save progress, so I did, but there was not nearly enough time to work on the feature, so it would end up being very rough around the edges (that is, in pretty much every area that is affected by multiplayer/chat command changes).
Mod' sprites are either found next to the mods, or embedded in the .gml files themselves (open with a text editor) in base64 format (you can find converters online). So yes, you can edit sprites in existing mods.
from what I read it's not easy to modify code it has compiled.
That is correct, I have mentioned this in the initial blog post. While replacing entire chunks of game logic is a little better than trying to accurately decipher anything, I wouldn't suggest to try doing this. Can only assume that people will make somewhat-user-friendly tools for modding GM games at some point in future.
Without seeing the error message, it is hard to say anything about what could cause that.
FATAL ERROR in
action number 1
of Step Event1
for object NetPlay:
ds_list_find_value argument 2 incorrect type (unknown) expecting a Number (YYGI32)
called from - gml_Script_dp_player_get_uid (line 2)
called from - gml_Script_dp_player_find_next (line 3)
called from - gml_Script_chat_cmd_wep (line 6)
called from - gml_Script_chat_cmd (line 52)
called from - gml_Script_dp_handle_flow_frame (line 6)
called from - gml_Script_dp_flow_hx32 (line 51)
called from - gml_Script_dp_flow_hx38 (line 17)
called from - gml_Script_dp_flow_hx39 (line 1)
called from - gml_Script_dp_event_update (line 5)
called from - gml_Object_NetPlay_Step_1 (line 28)
Save files should remain intact by default - they are stored in game's save directory (%LOCALAPPDATA%/nuclearthrone) rather than in installation directory.
You are literally asking this on the topic that has an answer to this as the last FAQ question.
See "Mod working slowly" on this same topic where you are asking.
I think the reason I'm asking is because I tried that stuff and it didn't even out the play. : (
You can group the loading commands into one file and use /loadtext to load it.
Nice. I kinda figured out a solution right after I asked the question, but this solution will work even better than the one I had. Thanks for the help.
Can you make a video explaining this? I have your ultra mod and brucepack in my mods folder. Not sure how to group the commands. For bruce mod I need to do /loadtext brucepack , and for your mod I do /load ntu. So how would I group these?
You can look up a tutorial on NT' save file editing - it's the same for NTT. The only case when NTT auto-unlocks everything is in online multiplayer sessions.
Have you inspected the "unlocks" section of this very same topic that you have posted your message in?
That is one of the work-in-progress versions that is not publicly available yet. Be patient.
Since networking is done entirely through Steam API, to play without Steam you would need something to emulate a substantial chunk of Steam client, including networking functions. I assume that such things exist, but you'll have to look around by yourself.
Alternatively, as a "true programmist", see if you can get Faucet Networking to compile on Mac/Linux or otherwise produce an open-source native extension for GameMaker for synchronous/blocking UDP networking functions on Windows/Mac/Linux. My Steam API networking extension can be used as reference for how game<->extension communication should be handled in current versions of GM. If such thing was to exist, I could add a "connect by IP" feature in future.
Defpack has a "read me!" text file included the download, which says that you should extract the directory into mods folder and then do "/loadtext defpack 1.5". Try doing that, perhaps?
VK ID is YellowAfterlife
Discord is YellowAfterlife#3735
I don't use FB.
its not possible sorry
Ultra mod is based on update 19 so that's about 1.5 years of differences in underlying game structure.
It is possible to make mods to selectively mimic most of the interesting parts (characters, weapons?) of it though.
I'd think that at least someone of people asking about this would have enough programming experience to get on that.
Yes - just click on "[Modded]", and it'll collapse the mod list. Click again to expand. Only works when it is usually shown (pause/loading/gameover).
If you make a .txt file called "startup" in "mods" directory, any commands from it will be automatically executed as soon as you boot into a local game (same as if you did /loadtext startup).
In online session, only the person loading the mod needs to have it - any required files will be transmitted over the network.
thanks, it worked
In multiplayer, when my friend joins the mods are not automatically loaded like in single player from the startup text file. I put /sideload in the text file also, but the mods are not being loaded.
Clicking the option another time sets native cursor to work with a size limit, which workarounds an issue on some systems where cursors larger than 64px turn invisible (although the Windows permits cursors up to 256x256 by the format).
There is currently an issue where gamepads cannot be used to select mod-made skins in loadout.
This will be fixed in the next release, but till then you can use "/gamepad" command to switch to mouse for a moment ("/gamepad 0") and then back ("/gamepad 1") after selecting the skin.
You both need to enable mod loading via "/sideloading" in chat before you can load mods in online games.
Try restarting Steam (and have the other player do the same to be sure). If that has no effect, take a look at the latency graph (hold Tab) - maybe the connection towards the second player is having problems.
Yeah I think its the connection. With no mods, I pressed tab and when it was laggy, the bar was red and spiking to the top. We are on the same internet because we are right next to eachother. In other games my internet is fine so I dont know what to do :P
If you are on the same LAN, you can disable Steam connectivity on the coop menu and connect by IP directly. That would solve any possible issues arising from Steam side of things.
I have never done LAN connection. I tried joining through the ipv4 adress but it didnt work. I dont know if I need to change the UDP either. Am I supposed to be joining through the ipv4 adress?
For custom weapons, the ID is a string with weapon file name, so "some_wep.wep.gml" -> "some_wep". Also see if the problem occurs in the beta version if you aren't on that yet, I think there was some issue in 9921.
Thanks, now my character is complete. I'm working on a laser weapon for my character. A heavy, heavy laser rifle in the sense that it shoots very slow but it hurts a lot. Could you show me what the code would look like when firing?
Kind of hard to guess from that, but try restarting Steam or attempting to connect again after 15-20 seconds - if Steam takes too long to establish the connection to someone, you'll get a connection timeout, but subsequent attempts should take less time.