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RAGECOOP brings multiplayer experience to the story mode, you can complete missions together with your friends, use mods without any restriction/getting banned, or just mess around with your fella!
The original author of this project is EntenKoeniq. The project has been reworked and is currently maintained by Sardelka9515.
DOWNLOAD SERVER
JOIN OUR DISCORD
Features
Installation
Refer to the wiki
Hotkeys
Change log
Requirements
All RAGECOOP modifications are open source on GITHUB.
Special thanks to
- crosire (For the extensive work in ScriptHookVDotNet)
- justalemon (For the extensive work in LemonUI)
- All contributors
The original author of this project is EntenKoeniq. The project has been reworked and is currently maintained by Sardelka9515.
DOWNLOAD SERVER
JOIN OUR DISCORD
Features
- Synchronized bullets
- Synchronized vehicle/player/NPC
- Synchronized projectiles
- Simple ragdoll sync
- Decent compatibility with other mods, set up a private modded server to have some fun!
- Weaponized vehicle sync (WIP)
- Optimization for high-ping condition, play with friends around the world!
- Powerful scripting API and resource system, easily add multiplayer functionality to your mod
Installation
Refer to the wiki
Hotkeys
- F9 = Open the menu
- T = Text with other or use commands
- Z or Y = Show the player list
Change log
Requirements
All RAGECOOP modifications are open source on GITHUB.
Special thanks to
- crosire (For the extensive work in ScriptHookVDotNet)
- justalemon (For the extensive work in LemonUI)
- All contributors
Først Lastet opp: 19. august 2022
Sist Oppdatert: 20. november 2023
Last Downloaded: 1 minutt siden
All Versions
228 Kommentarer
More mods by Sardelka, EntenKoeniq and GitHub contributors:
RAGECOOP brings multiplayer experience to the story mode, you can complete missions together with your friends, use mods without any restriction/getting banned, or just mess around with your fella!
The original author of this project is EntenKoeniq. The project has been reworked and is currently maintained by Sardelka9515.
DOWNLOAD SERVER
JOIN OUR DISCORD
Features
Installation
Refer to the wiki
Hotkeys
Change log
Requirements
All RAGECOOP modifications are open source on GITHUB.
Special thanks to
- crosire (For the extensive work in ScriptHookVDotNet)
- justalemon (For the extensive work in LemonUI)
- All contributors
The original author of this project is EntenKoeniq. The project has been reworked and is currently maintained by Sardelka9515.
DOWNLOAD SERVER
JOIN OUR DISCORD
Features
- Synchronized bullets
- Synchronized vehicle/player/NPC
- Synchronized projectiles
- Simple ragdoll sync
- Decent compatibility with other mods, set up a private modded server to have some fun!
- Weaponized vehicle sync (WIP)
- Optimization for high-ping condition, play with friends around the world!
- Powerful scripting API and resource system, easily add multiplayer functionality to your mod
Installation
Refer to the wiki
Hotkeys
- F9 = Open the menu
- T = Text with other or use commands
- Z or Y = Show the player list
Change log
Requirements
All RAGECOOP modifications are open source on GITHUB.
Special thanks to
- crosire (For the extensive work in ScriptHookVDotNet)
- justalemon (For the extensive work in LemonUI)
- All contributors
Først Lastet opp: 19. august 2022
Sist Oppdatert: 20. november 2023
Last Downloaded: 1 minutt siden
@Celks you can simply do not announce the server (AnnounceSelf=false, won't appear on server list) or use the management resource to restrict access to registered players.
https://github.com/RAGECOOP/GTAV-RESOURCES/tree/main/Resources/RageCoop/RageCoop.Resources.Management
Hello everyone,
I am French and I use Google translation to write to you.
I would like to know if there is an easy way to play on LAN at home. I have 3 laptops and I cannot create my server
Thank you so much
@Micklom just enter the LAN IP of the laptop running the server and port in the mod menu (for example 192.168.0.100:4499), the IP is displayed in the server window (under ethernet or wi-fi interface). See https://github.com/RAGECOOP/RAGECOOP-V/wiki/Set-up-a-server (for LAN you don't need port forwarding).
@oldnapalm An idea for Player sync:
- I wonder if it's possible to only sync other Player in a radius (to see more FPS boost). Say about 200-400m so that if they get out of that radius, their player's model, peds/veh won't be synced at all. (Ex: even if server has 12 players but you are around 2 players, only those 2 will be synced, the other 10 will be synced on map but not others like model/ped/veh,...)
@hehexd1222 these are server side settings (NpcStreamingDistance which defaults to 500 and PlayerStreamingDistance which defaults to -1 or unlimited). In various tests I added client side limit of 200 and it didn't appear to be a significative FPS boost. The good news is that EntenKoeniq (the original author of the project) is back so we should see real improvement soon.
@oldnapalm Nice to hear,
Also i want to ask: how come in some areas, despite of (20,30) veh, ped lim, the Ped/Veh still gets exceeded in some areas but not all (31,32,...even 50,60 if the player continues to spawn)? (I saw that they aren't removed also)
@hehexd1222 maybe the player is using a trainer to spawn vehicles, the player's vehicle is always synced. Or maybe there are mission entities in the area, which are also always synced despite the peds limit.
@oldnapalm
Wouldn't it be better to also treat Mission entities as normal entities? Since there could be corpses, burnt scrap vehicles,etc... that wouldn't despawn.
Or maybe a "Priority" list would be an idea: Like Mission entity gets synced first, removed later while Non-Mission gets synced later, removed first.
@hehexd1222 actually only local mission entities will be synced even with the world limit reached, if you are seeing other players exceeding the peds limit, it's for an unknown reason.
We can't treat mission entities as normal (RandomAmbient) because deleting them could ruin the mission. This test treats them like RandomScenario, they won't be synced if limit is reached but won't be deleted locally.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test3.zip
@oldnapalm
Before "test3" version:
Misc log:
- Saw a player driving broken car, dis-re-con didnt repair it and he
was still inside that broken car (burnt, no wheels)
Cases where i saw limit exceeding:
- 1st: Crowded area like Upper Vinewood (near Pac Standard, Cinema,...).
I dont remember how the Ped sync worked. But it might not be summing up
to or even reach over the limit
EX: Lim of 30 ped, it went up to 31, but if a or 2 Player is next to
me, their ped lim might be 6-7, so it added up to high 30 or even 40 peds
So maybe if the limit is 30, then example with 3 players, you can
divide it by 3, so each get 10 (i saw this happen few times) or
have lim be 30 but subtract 6 and 6 (example by 2 other players),
it won't exceed 30?
- 2nd: Trainers, they can spawn a bunch of peds/vehs, causing over-limit
Something that re-fresh (similar to dis-re-con) every X secs/mins to reset the
limit (removing all the excess vehicles/peds).
Questions:
1. When you say local mission will be synced. Does it mean that:
I'm on a mission, my own local ped will be synced to other players despite
limit (so Others will see my local peds) or "I will always see my local mission peds"?
2. Deleting them could ruin mission. Do you mean for the Mission Host or the Other
Players joining them along? Because i always thought local Peds (Mission or not)
will always be visible regardless of the Mod. And some Mission Peds like D and
Lamar when i played with other Host, sometimes didn't appear and they did mission just
fine.
"test3" version log 1:
- Vinewood Intersection (Near Up n Atom and Poppy Mitchell Banging place),
31/21, 3/2, 4/2, 3/4, 3/2, 0/0, 3/2, 0/0
FPS in lo-hi 40s range, about 4 players in 800m radius.
**This area is worth noting since it has a lot of Ped synced compared to
other areas.
Veh ranges from 2 to around 6-8
Near LSC, a Fleeca Bank, 2 players idling, FPS was in hi 40 (Ped sync was about 6?)
then my Ped lim got to hi 20 - 30 FPS is in lo 40
Rockford Jewelry area, 4-5 others Player 4-5 Ped + 3-2 Veh sync, mine was mid 20 to 30
FPS got down to mid 30-40
Invisible cars still happen.
Intersection between Benny's and Gas station, my Ped lim shot to mid-hi 20 from 6
at times, with 2 players having 5 peds, the road was a Ghost Town still.
I think that prioritize Local peds (not needed them to be synced even like some
previous version u showed me) could make streets less empty and less FPS drop
possibly.
Cops, would be the most interesting to sync (since they can be in combat).
Walking/Driving NPCs
Usually when Ped sync is hi-mid 20, FPS is in 40, Ped sync in 5-10 is about 50-60
Sandy Shores, airport, 3 players, 22/14 ped sync, others got 1/1, FPS in lo 40 to mid 30
**Changed Ped lim to 20
Vinewood Poppy Intersection, with 23/21, 8 other players having 0-2 sync, FPS is now
in 30s, weirdly, 3 players in 877m radius, it went to mid 40 then back to mid 30
Disabled NPC, Traffic, FPS upped to 50s-60s, so only info here is: Ped/Veh sync impacts FPS
heavily.
Cops still got synced with Disabled traffic (18/8)
Coincidentally, i was chasing a Player with 1 Cop car tailing him and i noticed a small
dip/spike. Could it be some Players have Cops/Missions entity or vehicles/
Burnt cars/corpses around the map that are causing FPS drop?
In General, with Disabled Traffic FPS is in 50-60 vs w/o FPS: 30-50 avg 40s,
about +10-20 FPS diff depending on areas
**Side question:
Would it be possible to only have Local peds + not synced them
to others AND also not syncing other players Ped to yours, as a substitute option for ambient peds (Non-missions)?
It's normal that the total is above the limit because the local player can have up to the limit and others can have "limit divided by number of players", for example, if the limit is 30, you can have 30 and if there are 3 players on the server, each of the other 2 players can have 10 each. In some tests I tried to limit the local to "limit divided by number of players" but then the ghost city effect was total.
Mission entities are always synced (even if you already have the limit number of ambient) but it doesn't mean the other players will see them all, it will depend on their own limit. In test3 mission entities are not synced if the limit is already reached, but they will not be deleted (new ambient peds/vehicles are deleted when the limit is reached).
Having all local traffic enabled but not synced is doable, but it's not how the mod was designed to work.
This test does not remove local traffic, so you can set a vert low limit to avoid receiving traffic from other players. You will probably see players ramming through local vehicles very frequently, because you will have a lot of traffic which does not exist on their world.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test4.zip
- Although it would be great to have ped sync but as of right now, it might not be perfect so: Maybe if you have about
80-20/90-10% of Local Ped non-synced + Synced Peds? (Like 27 local
(not synced) + 3 synced or 25 local - 5 synced)
As Synced Peds can be buggy at times:
-At least walking peds on streets are less buggy.
-Driving NPCs could be invisible. But acceptable bugginess for Ambience.
-Specific placed peds (like Strip Club, convenient store)+ Mission Peds
might be duped/not shown. Caused FPS drops.
Would be interesting to see if a mix of mostly non-synced Local and few synced Ped/Veh
will improve FPS or not
"test4" version log 1:
Vinewood Poppy Intersection,
0/0 vs 20/30 (veh/ped)
About 10-20 FPS diff, depending on the Situation (mid 40 to 50-60)
Up to 70s some point, 3 players in 400m rad.
Great work on this one, Mr oldnapalm. It helped the FPS and
solved the Ghost City for now.
Only obvious drawback being: you cant see other Player
in combat & they cant with yours (ex: with their cops)
With 0/0, About 5-20 FPS diff: Offline vs Online (Depends on being around
Players too)
Saw a player standing still resetting locations with my dis-re-con,
changed from 0/0 to 20/30 and he still stood still just in different place
(Not sure if he's in vehicle or not) As i can still see other Player
driving in their vehicle with 0/0
Next to 2 players, i can still see 1-2 car passing by, then disappearing
with 0/0. Theirs were 1/1 for both.
Kept seeing cars disppearing as they approach these 2 idling players.
I could ran into some of them before they disappear and they seemed
like normal non-synced NPCs.
As it turned out, i dis-re-con, (after 1 player died), they were
in different place in Strawberry hospital.
In Passenger with players, god-mode veh, still saw doors spitting out
as the Player ran into things
Sometimes the Driving can be erratic like the Player running into walls in circle
floating, in diagnal path.
Unsure if it's his driving or Mod-related.
Changed to 1/1, with a Player, saw him kill a Cop in car from my world.
Saw him shooting into a Cop car with no one inside, likely Cops
from his world.
1/1 Still, Driverless car, spawning out of nowhere, can happen.
1/1 I hosted Paleto Heist, with a Player, he couldnt see the hostage,
Upped to 30 ped, he can see 5 in the hostage part. 15 ped he also
said 5 peds. During the cop fight, he said could see 3 with 15
Now maybe if the "Perfect syncing Number" can be found (For FPS &
Ped sync) or even exist, it might improve the experience greatly.
A car spawned by another Player, just jerks back and forth repeated
With and without him in the car, Dis-re-con didnt remove it.
The Player discon-ed, it didnt appear until another Player got
into it, it re-appeared
10 Ped sync, asked a Player and he said he saw 2 cops.
This test will sync only mission entities and all players can sync up to the limit (instead of limit divided by number of players).
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test5.zip
@oldnapalm
"test4" version log 2:
Tested 1/30 (veh/ped), with 2 players, they can see about 5-6 cops and 6-7 cars
Not tested on Missions
1/30 was in 30 FPS so i set it to 1/1, dis-re-con FPS upped to hi 40-50s
20/30, with another Player (1st) fighting cops, he said he could see Heli in his world
but not me and 1 more player (2nd)
100/100, now i can see cops from 1st Player POV, few cops and 1-2 helis
100/100,Disabled traffic, Vinewood Poppy Intersection, i can see
1-2 cars from other Player POV but some of them are invisible, saw some
walking peds too
Hosting Paleto, player said he can only see me standing, dis-re-con
refresh that
100/100 sometimes the Other Player can't see my NPCs, Despite enabling
traffic, during Union Depository
An idea:
A dynamic limit like: you will have 0/0 with no one around X radius but
near a Player you might have 10/20 or 20/30? with (say 20 or 30 limit set)
Idea for "Invisible Synced 3 Main Characters":
Have some suggestions as substitute models for 3 main characters (for synced NPCS only, non-Player), (instead of being invisible), any out of these will do:
Substitute for 3 main players:
Franklin:
a_m_y_beach_03
g_m_importexport_01
Mike:
s_m_m_movprem_01 (or cs_movpremmale if "s_m_m" doesnt Work)
s_m_y_devinsec_01
ig_sol
Trev:
s_m_y_blackops_01
s_m_y_baywatch_01
Questions:
Why is it that if the Ped limit is 10-15, other Players can see 2-3 peds, 30 they can see about 5-6. So what happened to the other 25 (or 8-12) Peds, are they redundant? (If the Ped Limit could be exact like 10 ped lim = 10 ped shown, it would be interesting to see what would happen)
It depends on what version the other players are using. With release/nightly if limit is 30 and there are 3 players, they will see only 10 of yours. With test5 above, if limit is 30, other players should see 30 regardless of how many players, but only mission entities are synced. With test6 below it's the same as test5 except that all NPCs are synced, not only mission.
https://github.com/oldnapalm/RAGECOOP-V/releases/download/nightly-build/RageCoop.Client.test6.zip