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New multiplayer Co-op for Grand Theft Auto V

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Hello guys, sorry for my english, but I found that at gta5-mods, its a mod which makes you able to play single player missions in co-op mode, develop your own gamemode and more.

 

Take a look and comment:D 

Can this be a way to play LSPDFR online? :DDDDDDDDD

Mod: https://es.gta5-mods.com/scripts/multiplayer-co-op

Edited by eldunkito

I doubt this will make it past small time useage. Take-Two Interactive will shut it down like they did FiveM.

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  • Author

They shutted down FiveM but it continue working right now with a few servers and constantly updates. I dont know what will happen but probably this try could change take2's mind about that.

  • Management Team

From skimming the source I can tell that it's achieving the multiplayer functionality in a very different way (compared to both, FiveM and GTA MP). It is entirely native based and while that will definitely cause a lack of certain features and different issues, it might be an approach Rockstar can't ban so easily. At least from a coding point of view, I find it much harder to justify a ban of something just using script functions compared to something that hooks into the game in a lot of different places or proxies GTA O. Question is how well it will perform though.

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  • Author

I said, for now is a posibility, is better than nothing, wait for Rockstar and Take2... But do you think you could be able to develop lspdfr for this mod?

  • Management Team

The current project state would not fit our requirements, no. If we should ever consider to actively develop a multiplayer version, we'd evaluate the available solutions, so this one might still help then.

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8 hours ago, eldunkito said:

I said, for now is a posibility, is better than nothing, wait for Rockstar and Take2... But do you think you could be able to develop lspdfr for this mod?


We'd first have to clarify which method of 3rd party multiplayer is acceptable to Rockstar/TakeTwo, if any at all, or to see if there's at least a way around their idea of multiplayer that doesn't violate the terms of service. This may require some hard studying of the ToS and methods to approach hosting since there are always two parties involved in multiplayer games: The host and the client. (Could we convince them to host 2-3 official servers with a password, and an administrator keeping an eye out 24/7 and zero anti-cheat measurements besides inability to kill other players or destroy their cars?  Could we convince them to allow private client-based instances of the GTA V map that the person who starts them has control over? Could we find a way to do this via a web browser? If so, which one?) The next step would be to figure out how to apply the LSPDFR mod to these game instances. (Do we use the inefficient and unstable method LCPDFR players used by having each connecting player start their own instance of the mod? If so, do we force it or do we rely on the players to go on duty by themselves? Do we allow people to go off duty? What happens if their script crashes? Are they able to restart it? How so? Do we somehow figure out a way to apply LSPDFR to the GTA V world itself before players even join? How will that be done? Via web browser? Via script?)

I'm not a developer for G17, I'm on the testing team. But I've done a little bit of coding before, and I can tell you from experience that all of these logistical problems (and more) need to be figured out before we can even think of starting any serious work on a multiplayer mode for LSPDFR. It would also be unwise to take a mod that's incomplete and still has many feature updates to go and try and do anything even more complicated with it. That's asking for a virtual flood of support requests on top of the ones the G17 team already has. The right thing to do would be to get the meat and potatoes of this mod working and polished before we try and develop a formula for multiple people to play on the same map. Luckily, since people haven't found a confirmed legit way to co-op play GTA V, that gives us some time to do just that.

Edited by unr3al

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  • Management Team

There should be no difference between code targeting Alex's C++ Hook, the open source .NET Hook or RAGE Plugin Hook, because this mod seem to sync existing entities.

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I just played the co-op mutiplayer with LSPDFR it works :D but the syncing between players is bad because the other player sees my being still be am actually moving so I hope they fix that as well bad lag and framerate issues with the co-op mod.

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  • Management Team
14 hours ago, RoboticGamer said:

I just played the co-op mutiplayer with LSPDFR it works :D but the syncing between players is bad because the other player sees my being still be am actually moving so I hope they fix that as well bad lag and framerate issues with the co-op mod.

Due to the way this mod achieves synchronization, I doubt it will get much better.

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  • Author
2 hours ago, LMS said:

Due to the way this mod achieves synchronization, I doubt it will get much better.

Could you do something to improve coop experience? Like animations sync and more,  it's open source so if Rockstar and Take2 decide to allow this mod, it could be great... This is the only way to play LSPDFR online :(

On 12/2/2015, 7:19:05, eldunkito said:

Could you do something to improve coop experience? Like animations sync and more,  it's open source so if Rockstar and Take2 decide to allow this mod, it could be great... This is the only way to play LSPDFR online :(

That's not a focus right now, and likely won't be for some time. We already have LSPDFR and RageHook to worry about.

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