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IHATEPEOPLE

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Everything posted by IHATEPEOPLE

  1. Hey! Just wondering how’s the work been going so far? I’m really curious to hear how development has been progressing! The project is looking really promising already, so I’m excited to see what you’ve managed to work on since then. Keep up the great work! 👍
  2. Nice! It already looks great, so I’m really excited to see it when it’s finished. Even though it’ll probably take a long time, I’m still looking forward to seeing the fully finished and polished version of this mod. Keep up the good work! 🤠👍
  3. Hey! Just wanted to check in and see how things are going with the mod. No rush at all, I was just curious how development has been going. Hope everything’s going well!
  4. Hey! Just wanted to check in and see how things are going with the mod. No rush at all, I was just curious how development has been going. Hope everything’s going well!
  5. has anyone made this mod yet????
  6. This is honestly amazing to hear. Thank you so much for working on this and for sharing the progress. I've been hoping for an RDR2 story mode co-op mod for years, so this genuinely made my day. Really looking forward to seeing the trailer!
  7. also, if you could add voice chat and normal texting chat, that would also be very cool.
  8. I was also wondering, do you think it would eventually be possible to synchronize melee combat too? Things like punches, knife attacks, and other melee weapons. GTA V's RAGECoop mod didn't have melee synced, so I was curious if that might be possible in this new RDR2 mod.
  9. Thank you so much for sharing this! Honestly, seeing your post and the WIP screenshot made my day. I've wanted an RDR2 story mode co-op mod like RAGECoop for GTA V for a long time, so it's really exciting to see someone actually working on it. I was also wondering, do you think it would eventually be possible to synchronize NPCs and story missions like RAGECoop does in GTA V? Or is that something that's still too early to know?
  10. Hey, just wondering if anyone has had any more thoughts on this. I’m still curious whether a basic RDR2 free-roam multiplayer proof-of-concept using ASI/network syncing would be technically possible.
  11. No worries! I think I understand what you mean now. From what I’ve found, GTA V’s RAGECOOP uses its own networking layer together with ScriptHookV to sync players, NPCs, vehicles, and other game data between clients. (docs.ragecoop.com) As far as I know, nothing like that currently exists for RDR2 Story Mode. There are modding tools like ScriptHookRDR2 and ASI plugins, but nobody has released a true RAGECOOP-style Story Mode multiplayer framework for RDR2 yet. (Nexus Mods) That’s really why I made this post. I was curious whether a similar networking approach could be built for RDR2, even if it only started with syncing two players in free roam before attempting anything more ambitious.
  12. No worries! I think I understand what you mean now. From what I’ve found, GTA V’s RAGECOOP uses its own networking layer together with ScriptHookV to sync players, NPCs, vehicles, and other game data between clients. (docs.ragecoop.com) As far as I know, nothing like that currently exists for RDR2 Story Mode. There are modding tools like ScriptHookRDR2 and ASI plugins, but nobody has released a true RAGECOOP-style Story Mode multiplayer framework for RDR2 yet. (Nexus Mods) That’s really why I made this post. I was curious whether a similar networking approach could be built for RDR2, even if it only started with syncing two players in free roam before attempting anything more ambitious.
  13. I think that’s actually closer to what I had in mind. I wasn’t thinking about syncing the whole campaign, just a second player existing in the world with basic movement and maybe combat. Even if missions and interactions stayed single-player, a free-roam companion would already be a huge step. I’m curious whether RAGECOOP or an ASI approach could handle that.
  14. Hey everyone! I know syncing the entire single-player campaign scripts is basically impossible due to the engine rigidity. But would any developers be interested in collaborating on a Light Script-Sync Project? Instead of syncing full missions, has anyone tried just syncing Player 2's position/ped model as an ASI plugin using basic peer-to-peer (P2P) sockets, purely for free-roam exploring? I'd love to help test or fund a basic proof-of-concept!

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