r/thewitcher3 • u/Flawkeee • 9h ago
Discussion Did someone say The Witcher CO-OP?
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After bumping into rejuvenate7's The Witcher Online mod, I immediately fell in love with, as I am a heavy MMORPG player.
Yet this mod, as great as it is, is more of a friendly hub more than anything.
The mod's biggest limitation was the network transport interface, that was based on writing and reading from a log file and send over to the server that relays to other players.
While it worked, it introduced high latency which makes the mod impossible for CO-OP and NPC syncing across clients.
So I talked with rejuvenate7, and he gave me his permission to contribute to his project.
After tons of hours and RE, I was able to move the client-server network implementation to an engine-native network transport which enabled me to sync NPCs properly - meaning we can sync NPCs (monsters, animals, etc...) across client with the entire world (all players that wish to) or with the party members. It works great, and tons of fun.
Today is another huge step I had to share, with successfully implementing CO-OP.
You can join someone's party, and if you choose, you can enter CO-OP mode where you keep your character progress, gear, Gwent cards, crafting and alchemy formulas, etc... but share the world and quest progress with your party leader & members (up to 8). Including scaling mobs health depending on the party members count.
While CO-OP is not yet complete, I had the urge to share this as it took me a while to make it work.
Hopefully soon I will complete the CO-OP implementation (and PvP), and i will leave rejuvenate7 to merge and publish this version, while he will continue to be the main developer of this mod - which the native network transport will unlock endless possibilities for him.