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.
An online multiplayer mod for Nuclear Throne. · By
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.
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.
I tried using the /loadgame command to load my save file (because I'd like to unlock the game in single player with this mod). However, nothing happens. I tried /loadgame nuclearthrone.sav, /loadgamenuclearthrone.sav, and /loadgame nuclearthrone. I know some of the commands work, like /color (I changed mine to red). However, this is not the case for /loadgame. How do I use this command in single-player?
Would it be feasible to add a larger variety of ping settings? I play with friends and we sit at a ping that jumps between 65 and 75 so our only real option is to have a responsive but stuttering game, or to have a slow and unresponsive but smooth game. Even if there was just some way I could edit it myself would be a major bonus to me and the buddies I play with.
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.
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.
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).
Hello, I wanted to know if there was a way to change the sprites for an already existing mod. As an example let's say you wanted to change the Dasher mod in the List of NTT Mods. Is it possible to change the sprites for the character and stuff like that when you have the dasher.race.gml. Sorry if you don't understand, I don't know how to explain it well.
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.