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 (OSX, Linux), Crossover (OSX, Linux), or Parallels Desktop (OSX). 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).
DRM-free version support
With release of the "modding" update, it increasingly comes to attention that some people would want the mod for non-multiplayer aspects of it, and some of those people do not own the game on Steam.
Unfortunately, with initial scope of the mod being online multiplayer via Steam API, it was not developed with "Steam-less" option in mind, and remains tightly linked to Steam.
While it should be theoretically possible to produce a version with all Steam-related logic stripped out, this requires a substantial amount of time to develop and maintain, and isn't something that I have the correct tools or time for.
Till then it is a worthwhile goal to check if purchase via store of choice also entitles you for a Steam copy by a chance (e.g. Twitch and Humble purchases do).
Available in v9887+, but keep in mind that the game does not scale well for 4P neither in terms of difficulty nor performance.
Regardless, can be fun with mods.
Starting from 9877, the game logic was altered sufficiently for PvP to be possible to implement via mods.
While enemy-oriented mutations and select weapons will not work as expected by default, the foundation is there, and people are free to figure out how to make that work the best.
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).
Similarly, you can import your "regular" Nuclear Throne' savegame via "/loadgame nuclearthrone.sav" -> "/savegame nuclearthronetogether.sav".
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.