this should be similar to the Multiplayer Mod for elder scrolls 5: Skyrim , Really hope the community can all work to make the Subnautica Multiplayer Mod
Good Luck
I think that this is an interesting idea especially since the devs said that multiplayer is not going to happen.
I actually have a whole group of friends who have been following Subnautica in the hope it would contain a co-op or multiplayer mode.
I see the reasons stated on why they didn't go the multiplayer route. But some of the most hard selling, popular games out there are multiplayer. I'm surprised financially you wouldn't want to grab that larger audience. I mean PUBG barely has an idea at all, and it's top selling, #1 game on Steam.
I too would be willing to pay for multiplayer/co-op DLC pack. The game itself is only $28 CAD, I mean I'm already used to paying $80 for games like Battlefront .. and Subnautica is far better.
narfblatUtah, USAJoin Date: 2016-05-15Member: 216799Members, Forum Moderators, Forum staff
@pantxer2 The mod is not ready for us yet. The file is only for mod makers, so they can help with the mod. When it is ready, it will be much easier to install.
Regarding:
"Find a suitable method that gets executed before the actual game starts (GameInput.Awake() for instance)
Add a reference to NitroxPatcher. This should be in the same directory as Assembly-CSharp. If not, follow step 3 more carefully.
Inject startup code: NitroxPatcher.Main.Execute()."
NitroxPatcher.dll is in \Subnautica_Data\Managed
Even using a fresh copy of Assembly-CSharp.dll, selecting "Edit Class" and making no changes to it - GameInput cannot be compiled in DnSpy. It generates many errors. All other classes, that I tried, compile without problems. However, putting in the reference and NitroxPatcher.Main.Execute(); code didn't work on any of the other .awake classes that I tried. That is - it compiles and the game runs, but the Main.Execute function isn't running as the output log has no "Nitrox" entries.
Please advise.
Reason for post: I would like to help with coding the mod. Although, I'm unsure whether I have the necessary experience to do so - so I'm researching into it.
I have an Idea on how to add multiplayer without breaking the story (lone survivor and stuff) but that would add a ton of work for the modders though, maybe for later use after the bigger coding part is done it could be something worth to remember:
As a lone survivor you won't meet any other survivors, sure, but how about creating autonomous robots?
You build robots (something like a smaller version of the P.R.A.W.N. suit) who then acts as the player-avatar of the 2nd, 3rd player and so on. This way you could always be sure that there aren't too many players on one map because the amount of other players is dictated by how many robots there are, maybe binding the player ID to an existing one as some kind of whitelist. Also the needed blueprints for said robot could be gathered by scanning the warper parts that are scattered in the alien facilities or maybe warpers themselves.
This way it won't break the story part (you are still a lone survivor without any other humans) while also adding the multiplayer part in a fitting way.
Is there a possible date we could get a public release?
The folks working on this can’t be paid for their work and have already donated time they could have made tens of thousands of dollars on their actual jobs. So, please don’t ask for release dates. Please wait patiently for these heroes to continue donating their time for our benefit. They are making great progress. Every time I look, I’m amazed. Please just wait patiently. Thanks!
I'm really enjoying all these wanna-be programmers that keep bringing up instability issues. lol If you don't want to play with the Mod, then don't play with the mod. There is by far a large enough community following for MP, and this godsend programming angel is gonna make it happen. lol
Just came across this thread and wonders what specific sort of coding experience you were looking for with the project. Are there any specific areas or is it a more general call.
I have some experience working with C# as my preferred language on device communication applications, but they were mostly not TCP based so I just thought I'd check what exactly you are looking for with it.
Just came across this thread and wonders what specific sort of coding experience you were looking for with the project. Are there any specific areas or is it a more general call.
I have some experience working with C# as my preferred language on device communication applications, but they were mostly not TCP based so I just thought I'd check what exactly you are looking for with it.
Kind regards,
Jaxxks
Feel free to join us on the modders discord and check out the github project. We are always looking for new developers. We have quite a few small tasks to get your feet wet.
I thoroughly enjoyed all the MP mod footage, as well as the real shark dive, and will keep watching in the background while the developers do their thing.
Hi really interest in the work being done here Love the sound of this game having multiplayer support is it possible to get an up to date discord invite as the only one i could find is expired
narfblatUtah, USAJoin Date: 2016-05-15Member: 216799Members, Forum Moderators, Forum staff
Modding currently only works on PC. The developers haven't expressed much interest in modding support, which I believe is required for console to have mods.
What language is the mod currently written in? I have a small bit of knowledge in normal java and would love to help here and there if that's possible in that language. Also, please keep up the good work! I will most definitely keep an eye on this and would lobe alpha and beta version of the mod to show off to the YouTube community no matter how bad it may be. Anyways, you guys are awesome, keep up the good work!
I found another way to install Nitrox MOD without using dnSpy.
step by step:
1.Install QModManager from www.nexusmods.com/subnautica/mods/16
2.Create a new drawer in ..\Subnautica\QMods\ directory named Nitrox
3.Copy all compiled files from dir ..\Nitrox\NitroxServer\bin\Debug to this dir
4.Copy ..Nitrox\NitroxPatcher\obj\Debug\NitroxPatcher.dll and NitroxPatcher.pdb[/b] to this dir
5.Create a simple txt file in Notepad named mod.json to this dir and insert this:
I found another way to install Nitrox MOD without using dnSpy.
step by step:
1.Install QModManager from www.nexusmods.com/subnautica/mods/16
2.Create a new drawer in ..\Subnautica\QMods\ directory named Nitrox
3.Copy all compiled files from dir ..\Nitrox\NitroxServer\bin\Debug to this dir
4.Copy ..Nitrox\NitroxPatcher\obj\Debug\NitroxPatcher.dll and NitroxPatcher.pdb[/b] to this dir
5.Create a simple txt file in Notepad named mod.json to this dir and insert this:
I found another way to install Nitrox MOD without using dnSpy.
step by step:
1.Install QModManager from www.nexusmods.com/subnautica/mods/16
2.Create a new drawer in ..\Subnautica\QMods\ directory named Nitrox
3.Copy all compiled files from dir ..\Nitrox\NitroxServer\bin\Debug to this dir
4.Copy ..Nitrox\NitroxPatcher\obj\Debug\NitroxPatcher.dll and NitroxPatcher.pdb[/b] to this dir
5.Create a simple txt file in Notepad named mod.json to this dir and insert this:
If the dir not exists the project is not compiled from VisualStudio.
First: set Subnautica path in DevVars.targets file in Nitrox main dir.
Open Nitrox.sln from Nitrox main dir in VisualStudio and select Build->Build Solution,
check the output window to make it without any errors:
========== Build: 8 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
now you can find the directory with the necessary files.
Comments
Good Luck
I actually have a whole group of friends who have been following Subnautica in the hope it would contain a co-op or multiplayer mode.
I see the reasons stated on why they didn't go the multiplayer route. But some of the most hard selling, popular games out there are multiplayer. I'm surprised financially you wouldn't want to grab that larger audience. I mean PUBG barely has an idea at all, and it's top selling, #1 game on Steam.
I too would be willing to pay for multiplayer/co-op DLC pack. The game itself is only $28 CAD, I mean I'm already used to paying $80 for games like Battlefront .. and Subnautica is far better.
I would like to play with a friend in multiplayer
but when I decided to install the mod that I did not understand how to install it. Can advise?
Sry for my eng
Apologies for its audacity
"Find a suitable method that gets executed before the actual game starts (GameInput.Awake() for instance)
Add a reference to NitroxPatcher. This should be in the same directory as Assembly-CSharp. If not, follow step 3 more carefully.
Inject startup code: NitroxPatcher.Main.Execute()."
NitroxPatcher.dll is in \Subnautica_Data\Managed
Even using a fresh copy of Assembly-CSharp.dll, selecting "Edit Class" and making no changes to it - GameInput cannot be compiled in DnSpy. It generates many errors. All other classes, that I tried, compile without problems. However, putting in the reference and NitroxPatcher.Main.Execute(); code didn't work on any of the other .awake classes that I tried. That is - it compiles and the game runs, but the Main.Execute function isn't running as the output log has no "Nitrox" entries.
Please advise.
Reason for post: I would like to help with coding the mod. Although, I'm unsure whether I have the necessary experience to do so - so I'm researching into it.
Image attached.
As a lone survivor you won't meet any other survivors, sure, but how about creating autonomous robots?
You build robots (something like a smaller version of the P.R.A.W.N. suit) who then acts as the player-avatar of the 2nd, 3rd player and so on. This way you could always be sure that there aren't too many players on one map because the amount of other players is dictated by how many robots there are, maybe binding the player ID to an existing one as some kind of whitelist. Also the needed blueprints for said robot could be gathered by scanning the warper parts that are scattered in the alien facilities or maybe warpers themselves.
This way it won't break the story part (you are still a lone survivor without any other humans) while also adding the multiplayer part in a fitting way.
The folks working on this can’t be paid for their work and have already donated time they could have made tens of thousands of dollars on their actual jobs. So, please don’t ask for release dates. Please wait patiently for these heroes to continue donating their time for our benefit. They are making great progress. Every time I look, I’m amazed. Please just wait patiently. Thanks!
Just came across this thread and wonders what specific sort of coding experience you were looking for with the project. Are there any specific areas or is it a more general call.
I have some experience working with C# as my preferred language on device communication applications, but they were mostly not TCP based so I just thought I'd check what exactly you are looking for with it.
Kind regards,
Jaxxks
Feel free to join us on the modders discord and check out the github project. We are always looking for new developers. We have quite a few small tasks to get your feet wet.
Thanks!
I found another way to install Nitrox MOD without using dnSpy.
step by step:
1.Install QModManager from www.nexusmods.com/subnautica/mods/16
2.Create a new drawer in ..\Subnautica\QMods\ directory named Nitrox
3.Copy all compiled files from dir ..\Nitrox\NitroxServer\bin\Debug to this dir
4.Copy ..Nitrox\NitroxPatcher\obj\Debug\NitroxPatcher.dll and NitroxPatcher.pdb[/b] to this dir
5.Create a simple txt file in Notepad named mod.json to this dir and insert this:
{
"Id": "Nitrox",
"DisplayName": "Nitrox",
"Author": "Nitrox",
"Version": "1.0.0.0",
"Enable": true,
"AssemblyName": "NitroxPatcher.dll",
"EntryMethod": "NitroxPatcher.Main.Execute",
"Config": { }
}
If you did everything well, the multplayer menu will appear and working.
What do I do if "Nitrox\NitroxServer\bin\Debug" does not exist?
What if you manually create the folder?
First: set Subnautica path in DevVars.targets file in Nitrox main dir.
Open Nitrox.sln from Nitrox main dir in VisualStudio and select Build->Build Solution,
check the output window to make it without any errors:
========== Build: 8 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
now you can find the directory with the necessary files.
That was probably the worst thing you could have possibly said on the official forums for the game.