This is an arrangement of questions about the mod that are asked most often.
Potentially, there are going to be OSX and Linux native versions of the mod sometime.
It is not clear, however, when exactly that will be, as there are various technical challenges associated with this.
The primary challenge is figuring out the file format specifics per platform - since for legal reasons the mod may not distribute complete game files, it has to reassemble the needed files from the existing files, and the location and format of those differs for each platform. Given that this is what I've spent the most time while making this mod, going through the process two more times could be unacceptably costly in terms of time.
Other problem is cross-platform multiplayer - if you've seen, Nuclear Throne is currently not exactly good at working identically on each platform - on dailies and weeklies the level generation works completely differently, and that is a big problem for a mod that relies on game working predictably on each computer.
While it might be possible to debug and rewrite substantial chunks of the game to make it work predictably between platforms, the amount of time required makes this an unrealistic goal for a mod.
Mac support in particular also requires to own a Mac to actually be able to properly compile\debug anything for the platform.
Overall, for time being, it might be a better idea to use WINE. While simulation is going to be slower than running the game natively, that does ensure that it works the same (since it runs the routines of the original executable).
Nuclear Throne was not made with 4-player support in mind. Or, rather, that apparently was being considered at some point, but ultimately the game was hardcoded for two-player support. So all UI only supports two players, most logic can only deal with two players, and overall this requires an uncomfortably large amount of testing and tweaking.
While I might get to this eventually, you should understand that it's a lot of work to ask for.
Undoubtedly, a PvP\versus mode would be cool. Unfortunately, it would be also quite a mess to do right.
Aside of technical obstacles (projectile owners are assumed by type alone; many projectiles don't hit players), there's balancing, which would be quite a trainwreck - since NT was not made with PvP in mind, there are weapons that hit for several times more health than players have, and weapons that have over-the-top area of effect, and weapons that completely counteract other weapons, and abilities that were not made with PvP in mind.
Overall, this is a lot of trouble for something that would be fun with some very select sets of characters and weapons.
NTT uses a separate save file from regular Nuclear Throne;
Due to technical complications, online mode will assume everything to be unlocked by default;
If you wish to unlock everything gradually with someone, use /loadgame to load the savefile, and /savegame to save it back (if needed).
Character-specific ultra mutations
These are available in v9838+ and have to be enabled explicitly via /ultras command. See the included document for more information.
It can occur that the mod will display a Steam API error upon launching it despite meeting all required conditions. This is most often related to Steam bugging out (also causes bugged daily/weekly in the base game), and is resolved by simply restarting Steam.
Mod working slowly
You may randomly encounter a situation where the mod would run at about half of the original framerate. This is caused by Steam API getting stuck on something (and writing a constant stream of errors who-knows-where) and is fixed by restarting Steam.
If you are getting a connection timeout error every time, it is usually due to either of players having misplaced the Steamworks.gml file from a different version of the mod - for example, v9832 will not work with v9830 DLL, and vice-versa.
This is solved by replacing the file with one from your desired version of the mod (and verifying that the other player doens't have mismatching files either).
Currently, if a player times out (disconnects) after a session has been started, you cannot reconnect automatically.
A workaround is to use the /timeout command to increase the connection timeout so that the player would not be automatically kicked out of the game if there's no response of them for 30 seconds.
"NTT-Assemble is a virus"
It can occur that certain versions of certain antivirus programs can consider NTT-Assemble (mod's patcher program) to be a virus. This is a false positive, supposedly caused due to suspicion arising from the fact that program copies parts of game' executable to assemble a new one. In case that happens for you, there's a bunch of ways you can resolve this:
- Try updating the "virus definitions" in the antivirus program.
- "Whitelist" the file in the antivirus program so that it lets you run it.
NTT-Assemble can be removed once it assembles the new NuclearThrone executable - the mod does not need it to function.
- Have someone send you the resulting NuclearThrone executable (~110MB).
The modified game executable is never considered as a virus.
- Compile NTT-Assemble by yourself from the source code to be sure (requires Visual Studio).
Mod runs at double speed
Move "options.ini" file away from the folder. If the problem persists (or the game is displaying graphics problems), move the file back, but change AlternateSyncMethod in it to 1 or VertexBufferMethod to 2. A few users reported not being able to run the game full-screen while it works perfectly fine windowed,
If your subject of interest is not covered here, feel free to ask it here or make a separate discussion for it.