A multiplayer modification for Just Cause 3 allowing playing on customisable dedicated servers. This modification is fan made and not official.

Post news Report RSS JC3:MP - 1.1 Development Blog #6

Part 6 of our development blog series for the major update 1.1, including a rewritten client and tons of new, unique features.

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Heyho folks, your administrative issues are back again with yet another Just Cause 3 Multiplayer 1.1 development blog!🔥

Main topic: Tethering round #4

More on dual tethers today. Last week we told you we had the network code in place and were working on making it work better than it did, well, we did just that. As a matter of fact, dual tethers have now been completely implemented! We are now working on getting the pull mechanic implemented.


So as you can see above, the pull mechanic sync needs some work. But rest assured, we are giving this a lot of attention!

Changes, new features and fixes:

  • Fixed several vehicle spawn related bugs (Youtube.com). There is still one outstanding bug in our new interp implementation, we added a workaround for now. This was holding some dual tether bug fixing back, but now we are able to go full force on that
  • We worked on the disaster
  • Fixed a performance issue when loading the server list for the first time in the UI
  • Continued UI work. This includes first steps to getting the key binding working with mouse 3 and mouse 4 etc. We'll show the new UI design in the next development blog

This was the development blog for this week. See you guys again next week, stay fresh!😉


How about sync of pedestrians and drivers or even enemies?

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dennismitzwein Author

This is not possible right now. Just Cause was not designed to be in multiplayer which we clearly see pretty much everyday when we tryna implement the common Just Cause features. However, pedestrians and enemies are hard to sync properly, pretty much nearly impossible, as we can‘t load the game on the server. We already have some work arounds in our mind, but that might take some time. We gonna use some part of our multiplayer technology to realize that.

To put it in a nutshell: we‘re planning on that, but we can‘t do it right now because of a lot of technical limitations coming from the base game. We gonna update you on that via our devblogs as soon as we got some news about it.

Dennis, Community Manager

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Why Not try to get the license of the game so will have the source code and solve all problems?

I know this is irrelevant but it would be good if you are going to be on steam it would be nice to get the license but it is good decision of you

the only thing that I can say is good luck

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dennismitzwein Author

You can‘t just get a „license“ of a game.

We are already on Steam and supported by Square Enix (they published the Steam page). The „licensing“ of Just Cause would us cost tons of money we don‘t have, also, it is not possible like you‘d consider.

Anyway, appreciate your answer!

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but there is another method that would load x DLL in the code and that each time the mod loads modify a section of the dll, something like this works on GTA Sa and the ASI Loader that the edit hexadecimamente but in the code only that it is very expensive and requires knowledge advancados

if I am not mistaken, but as I said it is decisions you

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dennismitzwein Author

Just Cause 3 is not GTA:SA (some of our team members are actually MTA:SA devs, so...)

We considered several ways to do it and yes, we probably know how we could do it with our framework in an also legally acceptable way. This just needs time and -of course- further improvements of the mod itself before thinking of imolementing a huge AI sync system and an eventual coop story.

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