Whoever was managing the mod's YouTube channel at the time stated that their current goal was create an artificial stream-in distance so more than just a few players could occupy the map at once.
JUST CAUSE 2 MODS COVER SYSTEM MOD
The mod's website first appeared for a brief time in 2010, but was taken down until 2012 when the mod resurfaced.Ģ011: In mid to late 2010 the developers of the mod disappeared and were not seen again until June of 2012. It should be noted that some of the earlier videos of the mod have been set to unlisted. Trix, jaxm, and a few of their friends recorded videos of Trix's progress and posted them on the mod's YouTube channel. Unfortunately the developers of Just Cause 2 offered no official tools with the game's release, so Trix had to use those created by Rick, an experienced game modder who, in creating this set of tools, had spawned a fan-made Just Cause 2 modding website. Trix began development by attempting to reverse engineer Just Cause 2. Just Cause 2 in its released state was seen by Trix as a perfect opportunity to use his acquired knowledge of multiplayer mod development to create a mod like no other one that would see players packing an entire island nation, rather than just a small city as was seen in the Grand Theft Auto multiplayer mods. He and his friend jaxm had worked on the multiplayer mods of Grand Theft Auto: Vice City and Grand Theft Auto: San Andreas in the past. Presently, the developers intend to continue adding features, though the process of doing so has changed as the mod has been released.Ģ010: The idea for a multiplayer mod for Just Cause 2 came about when Trix, the mod's lead programmer, envisioned Just Cause 2's game world packed with other players while playing the game's demo version before its release. The beta testing stage was strictly intended to collect feedback for the developers to use as new versions of the mod were produced, and though one might argue that the beginning, middle, end, or the entirety of the testing stage was superior to the final "product", the point remains that the testing stage was intended to help move the mod closer to its eventual release. The developers' primary concern has always been testing new possibilities and moving from one stage of development to the next. The concept of introducing parts of the game to players all at once is a steep contrast to those upheld in the base game, which saw players being introduced to various gameplay elements incrementally rather than all at once.Ī game developer in reply to a post questioning the implementation of teleportation: " Because people blowing each other up or driving cars into each other, rather than spending most of their time driving to their destination, tests way more features, is more likely to cause crashes and stresses the server." Today progression exists primarily in roleplay and survival servers. However, a sense of progression once existed to a limited extent through a currency system that was implemented during the beta testing stage. It should be noted that JC2 multiplayer sacrifices Just Cause 2's sense of progression and features an "everything is unlocked from the beginning" type of gameplay experience on many servers. The vast majority of servers feature the classic freeroam script, which very basic by itself, though things like vehicle/player spawns can be added to the server's scripts folder to make the freeroam experience feel more like the one featured in the testing stage of development. This leads to the creation of scripts by server owners who are able to put these objects to use. However, objects from the game's files including vehicles, character models, weapons, effects, and dynamic audio can be spawned in to the game world at will.
The mod removes the base game's artificial intelligence and story elements, leaving only the island itself.
While JC2 multiplayer is technically a mod, it's less of a modification and more of a face-lift of the entire game.