Sunday, April 15, 2018

Progress update #9 - Is the project dead?


People were asking us on the official mod discord about what happens to the mod, is it dead? No it's not, do not worry! Project made some progress over the last 2 months since release of the 0.2 version unfortunately there is not much time the current team of contributors can commit to the project due to various reasons.

Below you can see list of the changes that each contributor did since 0.2 release. (With videos and pictures! 😃)


I was working on 64bit support for the launcher and loader - the code can be found in 64bit support branch. Unfortunately it is not working, there is some crash that happens when mono invokes any native call in MSCMP.dll. I was trying to debug the problem, few day however without any visible success so I decided not to waste any more time as the MSC official branch is not yet 64bit only and it's not that big priority. Instead in master branch that will be used for next release there is added better handling of running the mscmp with 64-bit version that describes user what's the problem instead of showing him 'failed to inject dll' error.

I also did is cleanup of network messages and general network code in the whole codebase, it's more quality of development and as for now it does not bring any bigger improvements however in future it may allow much easier increase of the player count limit.

Plus some smaller tweaks and fixes to the bugs with code.


Curtis was working hard in his branch on the vehicle synchronization improvements. Most of the vehicle features are synchronized as can be seen in the video below.

There are still problems that cause desync of the vehicle state that does not allow us to merge this feature into the release branch.

Dark Kostas

Dark Kostas was working in his branch on better representation of the player in world. Including model improvements and animations for most of the actions. Here you can see very early version of new animations.

Plus support for multiple player looks. We will allow you to use your custom textures on your player model so you can put your face into game!

Kullu and Eryk posing.

When next version will be released?

As we are all working in our free time on the mod we do not have any deadlines and release plan so unfortunately I cannot give you any estimation other than when it's ready. 😉

Thank you for reading and your patience.


Monday, February 12, 2018

New pre-alpha build 0.2 is out!


New pre-alpha build is out. First of all we changed versioning. The version format is:

major . minor . build_number . revision

Each new public release will increment minor version by 1. In case we will release some hotfix the build_number and revision will change. Current version is: 0.2.6617.37417. The major version will change when we will reach stable release.

Most of the features in this build were made by two of the mod contributors Curtis and kuba45209 thanks a lot guys!

Changelog since 0.1 version:
  • Added synchronization of beer cases - when you drink beer your friend will see it disappear from the beercase. (Curtis)
  • Added synchronization of the light switches in players house. (Curtis)
  • Added synchronization of the weather. (kuba45209)
  • Added synchronization of the mailbox name. (kuba45209)
  • Doors are now identified by world position when opening instead of interaction ray. This one should prevent 'unable to find doors' error. (Curtis)
  • Fixed crash when entering game while another player is being in vehicle. (RootKiller)
You can download mod here.

Github tag here.

Have fun testing!


Sunday, January 14, 2018

Progress update #8 - Charity stream is over!


Another progress update! The mod development stream last 21 hours (instead of 24 because i was way too tired to work on satsuma assembling :D).  Thanks to everyone for viewing and donating - we managed to collect 355,48€ and all of this money was donated to donated to The Great Orchestra of Christmas Charity. Thank you again!

I spend something around 18 hours on the stream working on the mod - it was definitely the longest session I had with MSCMP code ever. What changed?

  • Pickupables spawning sync.
  • Support for debugging via Visual Studio.
  • Pickupables destroying sync.
  • Pickupable teleport sync. (to garbage for example)
  • Time and day sync.
  • Disable saving and loading game for players. (host save is being used)
  • Loading screen when joining session.

Detailed changes:

Now it's time to take some rest! :D

Thank you for your continuous support!

Friday, January 12, 2018

Development charity 24h stream!

Hello everyone!

It's time for another development stream - this time it will be special! We will stream development of the mod for 24 hours with enabled donations which will be later donated to The Great Orchestra of Christmas Charity.

Stream starts tomorrow (13.01.2018) at 12:00 CET, during the stream on official mod discord in StreamPublic voice channel you will be able to talk with developers of the mod. Stream will be available here:

Let's show the magic of modding communities, spread the word and let everyone know something like that will happen!
Thank you!

Wednesday, January 3, 2018

Let's make multiplayer together!


So it's my birthday! Yay! I'm one year older and I think it's time to make some adult decisions. As I'm totally overloaded with work life it's time to say that the development would definitely take longer than I expected at the beginning of the project (I know, it's nothing new - estimations at such early stages are always (very) far from the truth). Anyways don't be sad! I will definitely keep working on the project, but! Also the project is now open source! You can grab source code and develop from this link

Remember that this version is pre-alpha and it's not playable. You will definitely expect crashes and other bugs. I don't care about any bug reports at this stage so you just have to live with them.

What features does it have:

  • Sessions
    • When you continue/start new game session starts. (you can invite players via steam friends list)
    • You can join any player hosting session when you are in main menu and click JOIN in the steam friends list.
  • On foot sync
    • Walking
    • Running
    • Jumping
    • Pickupables grabbing (crashy and buggy - still work in progress)
  • Vehicles sync (WIP)
    • Position & rotation
I will try to post TODO list ASAP and update documentation for contributors.

Have fun!

Monday, December 25, 2017

Project status update #1


So I think it's time to let you know what happens with the project. Since last progres update unfortunately I had no time to work on the project. In the recent days I was totally busy with my game project and of course my full time job as we were preparing World Of Trucks event to be pushed. I have no exact calendar when I work on the given project so I cannot promise you any progress update but don't you worry! The project is not dead and it will be definitely out. 2018 will be the year!

Also as you may notice I changed titles of previous blog post. So instead of counting development days it would be just "progress update #number" - just for a better reading. Unfortunately working everyday on the project is not that easy to do in the long term.

And as we have christmas right now. Merry christmas to your all! I hope you spend it with your families and happy! (Unfortunatley I wasn't able to deliver some of you most wanted gift - but I will improve - I promise! 😇). And if you don't care about christmas - be proud of who you are, never give up on your targets and be happy!  💪

Thank you for your support!

Thursday, December 14, 2017

Progress update #7 - Pickupables are f*cking hard to get right. (Day 18)


Another progress update time! So after long hours pulling my hairs i'm somewhere half-way through the complete pickupables synchronization. I made this database of pickupables I mentioned in previous post. This is end of the fight, but definitely not end of the war I'm having with them. There are still a lot of bugs that needs to be fixed for example spawning of new pickupables does not work yet (for example items buying).

Commits since previous progress update:
  • Use interaction vector instead of player position to find doors to open.
  • Added object create/destroy play maker action hooks and callbacks.
  • Kill game process immediately after fatal error or assert.
  • Make dumping of the object to file a separate method in DevTools.
  • Use OnWorldWasLoaded instead of manually handling level change.
  • Moved game anim database from MPController to GameWorld.
  • Added pickupable spawn and destroy network messages.
  • Indent each component during transform tree dump so it can be collapsed in text editors.
  • Added basic nametags.

I needed to do something that I will finish fast and I will see the result to rest a little bit. Those will be toggleable and will definitely be improved with connection condition indicator.

  • Added rotation getter to network player class.
  • After picking up object snap it to player location for nicer transition.
  • Binding network message handlers is now possible from outside of network manager.
  • Added pickupables database.
  • Spawn network player after loading full world state.
  • Added missing using.
  • Air break uses key press instead of key down events to move character.
  • Added an method to teleport local player.
  • Teleport local player to network player when pressing F8. (debug only)

Now the plan is to fix all the bugs and move back on vehicle sync and polish it.

Keep your fingers crossed!