The road block illustrates both the problem and attraction of reverse- engineering a game that was never intended for multiplayer in order to allow it. We found the limit of that and managed to increase it." "And we ended up going with the way that in single-player, they spawn the traffic vehicles, the cars driven around by the NPCs and whatnot. "I was always looking through the game files, going back and forth a lot to find another way of accessing vehicles," recalls Myers. It was Troy who stumbled upon the solution as he was able to break the limitation of spawning vehicles.
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They couldn't figure out how to solve a problem with spawning vehicles. They hit a road block and development stopped for about two years.
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Just Cause 2 was originally released on PC, PS3 and Xbox 360 on Main Europe.īut that's when they ran into some problems. "The game comes out and we release a little video in the dark, which is handy, just driving around a snow slope with two players in a network scenario and people just went crazy."
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"One day we made a prototype and once the full game came out we reversed it a bit more," continues Foote. "Rick (or his name is Gibbed online) figured out how to access the archives, and so we were able to actually get into the game files."
"We started looking at the files and realised that there's a few modding tools already available," explains Foote. "It can't be that hard," recollects Myers while chuckling. How did all start then? Five years ago when the Just Cause 2 demo was released, Cameron Foote and Troy Myers were amazed by the game, but wondered what it would be like in multiplayer. We've always had this dream of multiplayer, but we've never figured out how to do it properly and then these guys came sent from heaven." "We've always looked at the sandbox experience and seen that as the most challenging part and that's been the core of Just Cause 1, 2, and 3 and now with Mad Max. And it just felt like a waste of time for us. "That's something that we've always considered and for a while it was all these discussions with the publisher not only Eidos back in that time, but with other publishers, that multiplayer was needed just to battle piracy. "The most apparent is that the game actually works with multiplayer," says creative director Christofer Sundberg. Naturally the modders have seen things and taken the game where no-one thought possible. Just finding valuable data in effectively noise is the hardest part.
"Getting a car to move smoothly you have to go and reverse-engineer the car's memory structure, as well as part of Havoc, because you need to use Havoc to move the car. Foote spends his days reverse-engineering malware and his evenings reverse-engineering Just Cause 2. "You're basically staring at a wall of noise, trying to figure out what noise is doing what," explains Cameron Foote of digging in and altering the studio's work. And getting Just Cause 2 to work as a multiplayer game has been a long and arduous journey. But the purpose of our visit is to sit down with three guests from Australia that have spent a week at the Avalanche offices.Ĭameron Foote, Troy Myers and Mithun Hunsur are the core team of the Just Cause 2 multiplayer mod. We're visiting Avalanche Studios in Stockholm where the team is hard at work on Mad Max. It's been a fantastic collaboration that I hope will continue in some shape or form." "So it has absolutely helped and it has evolved the franchise. "It's really helped the game stay alive for five years, and originally it's a single-player game and I've never heard of a single-player game that's been alive for five years," says Avalanche Studios co-founder and creative director Christofer Sundberg. An ambitious modding project managed to pull off what the developers didn't think possible and developed a fully customisable multiplayer experience set in the sprawling islands of Panau. But saying it's the single-player experience that'd captivated players this long isn't the whole truth.