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Patch 0.3 was just released! Full changelog here:

3 years ago

April 02, 2020, 03:30:19 pm

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Messages - Trix

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To those experiencing this issue, please contact me on IRC.

Only a very small number of users experience this, so our only route of troubleshooting is by providing you with specialised builds with diagnostic logging.

Latest / Re: 0.3 Released
« on: May 28, 2017, 02:38:32 pm »
Not a huge patch this time as we're all short on time due to real life commitments, but the new Road/Navigation API should facilitate scripters to create a more engaging and dynamic world, as seen by jaxm's WIP gamemode:,6070.msg43855.html#msg43855

There was also a significant restructuring of our core rendering infrastructure, which should bring a small performance boost when rendering large amounts of changing text.

Latest / 0.3 Released
« on: May 28, 2017, 02:26:32 pm »
0.3 Released!

Available now on Steam

Bug Fixes

  • Fixed an issue where attempting to steal Tuk-Tuk or an ATV could result in the hijacker getting stuck in a bugged state
  • StaticObjects with the `fixed` flag set to false will now properly simulate rotation

  • Fixed an issue where a player could enter an occupied stunt cling position, resulting in a crash for each streamed-in player
  • Refactored renderer to properly adhere to the Just Cause 2 threading model
  • Text renderer will now re-use buffers whenever possible to improve performance
  • Fixed a bug with first main menu background not being resized to fit on the screen

New Features

  • Added ModuleError event for handling errors caused by client/server Lua modules
  • Added Vector2/3:Reflect as an alias for static functions Vector2/3.Reflect

  • Added Roads class, allowing scripters to use global road pathfinding
  • Added ClientActor:FindShortestPath for utilizing NPC point-to-point pathfinding
  • Added Vehicle:SetSeatLocked and Vehicle:GetSeatLocked for (un)locking specific vehicle seats
  • Added GameRenderOpaque event for rendering non-transparent items to benefit from post effects, such as the water ripple effect
  • Added LocalPlayer:GetAimMode and the AimMode enum
  • Added Chat:Get/SetPosition and Chat:ResetPosition
  • Added TraverseType, RoadType and SpeedLimit enums
  • Vehicle:GetDriver and Vehicle:GetOccupants will now return and include ClientActors (Breaking change)

Some basic examples for the Road/Navigation API can be found here.

For server owners
Updating the server is not mandatory, unless you wish to use the new ModuleError event and Vector:Reflect.

Note: a running changelog for each new version is maintained on the wiki, see here.

JC2-MP / Re: Featured Server Requests
« on: December 20, 2016, 09:14:10 pm »

You basically just throw yourself around like a ragdoll, but it's pretty fun.  You can queue up with friends and beat other people's highscores.  Collect points to buy powerful powerups!  Check out the forum topic (link above) for more information.

Featured Image:


Apologies on the delay, this has been added  ;D

JC2-MP / Re: Golf!
« on: November 30, 2016, 07:55:43 pm »
Outstanding. I'm going to look into ragdolls a bit to see if I can turn them back on without them going nuts, because this is far too awesome to be stuck with the dead pose. Awesome job!

Troubleshooting / Re: The game doesn't work.
« on: November 08, 2016, 06:07:18 pm »
We fixed a number of AMD issues in the latest patch, which may be the cause of your issues. Can you check the last few lines of your client.log for any errors/warnings and mention what GPU you upgraded to?

Releases / Re: Projectiles/Missiles
« on: November 07, 2016, 06:57:34 pm »
*digs out dead thread*

Just found a bug that does not seem to have been reported yet.

In the entities/missile.lua file, line 127, it calculates the slerped angle and stores it in new_angle but in line 129, it passes the final target angle dir_to_target on. This obviously results in missiles instantly rotating to the final direction and ignoring the max_turn_angle setting.

Thought you might want to know. Jason actually seems to have found this as well, the bug is fixed in his SAM missiles.

Nice find, should be fixed on master. Thanks!

Latest / Re: 0.2.3 Release
« on: October 28, 2016, 07:25:28 pm »
My stationary sub no longer has the machine guns since the removal of unsynced sentry turrets and cannons from the game. This is the sub that is spawned with the Game:FireEvent, the guns protect the desk inside the sub. Anyway to get them back?
Unfortunately not. The turrets and cannons were removed as they resulted in desynchronised behaviour between clients and didn't have an "off" switch. You will have to spawn the objects and write shooting routines for them. This should be doable with the use of WorldNetworkObjects.

The models you'll need are weapons\wea32\wea32-a.lod and weapons\wea32\wea32-b.lod and the following effects, if you choose to go that detailed:
Code: [Select]
<value name="effect_id_beep" type="int">59</value>
<value name="effect_id_cool_down" type="int">56</value>
<value name="effect_id_explosion" type="int">369</value>
<value name="effect_id_turn" type="int">57</value>
<value name="effect_id_warm_up" type="int">55</value>

Latest / 0.2.3 Release
« on: October 23, 2016, 02:41:05 pm »
0.2.3 Released!

Available now on Steam

Bug Fixes

  • Hopefully fixed the crashes that have plagued AMD users for many months. We have reported a solution and details surrounding the bug to AMD.
  • Fixed a bug on AMD cards where SSAO would cause rendering artifacts. It has now been re-enabled in the options window.
  • Fixed a bug where vehicle mounted guns rotation could become mirrored.
  • Fixed one of the most frequently encountered crashes relating to decals. It should now be safe to enable decals again!
  • Removed unsynced sentry turrets and cannons from the game.
  • Fixed a bug where a player would become stuck on a bike if they attempted to steal it while the driver was reversing.
  • Fixed a bug where vehicles could become invulnerable if repaired while about to explode.
  • Fixed a bug where certain bushes could crash the game when collided with as they lacked a collision mesh.
  • Fixed a bug where RakNet was unintentionally creating a listen socket on port 80.

New Features

  • Changed Firestarter achievement to require 1,000 kills instead of 3,000.
  • Changed Only Human achievement to spread virally. If you kill a player who has the achievement, you will also be granted it.

  • Added EntityBulletHit event that triggers when the local player hits a Player or NPC with a bullet.
  • LocalPlayerExitVehicle now fires when the player's vehicle is removed while they were in it.
  • Added GetOutlineEnabled, SetOutlineEnabled, and SetOutlineColor to Characters and StaticObjects.

For server owners
Updating the server is not mandatory, but is recommended in order for the achievement changes to be properly reflected.

Note: a running changelog for each new version is maintained on the wiki, see here.

Latest / Thank you, SubZer0
« on: October 15, 2016, 01:37:09 pm »
The Just Cause community has lost one of its own. With heavy hearts, we recently learned that SubZer0, a member of the community known for his immense passion and community roadtrips, has passed away. SubZer0 joined us early on in the days of JC2-MP, and never shied to share his passion for gaming with the community to create truly memorable experiences.

His legacy lives on through PAROFED, a community of fellow passionate players who will be feeling the loss of a dear friend.

Thank you for everything, SubZer0. Your legacy will be remembered.

JC2-MP / Re: Featured Server Requests
« on: October 12, 2016, 06:24:30 pm »

I am Vlooi(My forum profile seems to be showing my steam account URL as a name unfortunately), the current owner of the ATC server on the featured server list.
We are forced to switch our IP address later this month. We would like to have this updated in the featured server list as well if possible.
Our current IP is:
The new IP will be:
We expect to switch IP on wednesday the 19th of october. It would be great if someone can change this during or after this date.

To verify the claim you can mail me at [email protected] with any request, or even better the preferred method of contact would be via Discord. A direct link to our discord server can be found at  You are of course also welcome to join the server and see if any staff is online at that time.

The JC2 ATC server

This shouldn't be a problem. Just message one of the devs on IRC when the transfer happens and we'll update the entry.

Releases / Re: [Release] PathServer
« on: September 16, 2016, 07:15:08 pm »
Awesome to see this finally released! Very excited to see what people do with this.

I've attached a version of Luvit compiled for Windows to this post. :)

Latest / All Good Things..
« on: July 10, 2016, 07:59:23 pm »
Hey everyone,

This post has been a long time coming. We've been putting off writing it for a while for a variety of reasons, but the most important is, has, and will always be, our desire to do right by our fans.

It is on this note that we're regretfully announcing the indefinite halt of JC3-MP development. We know you've been waiting for news over this past year - your desire to play it is matched by our desire to make it - but there's a good reason.

Good and bad news often come in pairs, and this case is no exception; several months ago, I (Trix) was approached with an offer I couldn't refuse: to join Avalanche Studios Sweden as a developer so that I could work on projects present and future. As part of Avalanche, I'll be able to bring many of the things you know and love from JC2-MP into future Avalanche experiences, while reaching heights that a mere mod couldn't facilitate. Unfortunately, due to time constraints, neither I or the rest of the team can actively pursue development on JC3-MP; our lives are just too busy to allow for it right now.

We will still be maintaining JC2-MP where appropriate - while we're not actively adding new features, we will fix bugs, maintain stability, and ensure that JC2-MP remains a quality experience for players present and future. We're still searching for solutions to our most prevalent issues (including AMD compatibility without workarounds); hopefully, we'll be able to make headway in the future.

As a closing note, we'd like to thank our loyal fanbase for all the support over the years. While we know we haven't always been the most communicative, our hearts have always been behind our mod(s) and their players. All of us remember the many wonderful moments we had in the beta tests and joining random servers well after release; on behalf of the team, thank you to all of the players, server owners, scripters, and you for everything. We couldn't have done any of it without your ongoing support.

And hey, you never know what might happen in the future - we might see you down the line in another adventure :)

Trix (Cameron Foote, Lead Developer)
with Philpax (Mithun Hunsur, Co-Lead Developer), jaxm (Troy Myers, Co-Lead Developer), Fkids (Evgeniy Andreev, Developer), dreadmullet (Developer), Woet (Wouter van Eekelen, System Administrator)

Latest / 0.2.2 Released
« on: February 13, 2016, 02:04:41 pm »
0.2.2 Released!

Available now on Steam

Bug Fixes

  • Fixed Stuntshooter achievement incorrectly increasing stats for all vehicles, rather than just airplanes

  • Fixed a bug introduced by ShapeTrigger entities where Checkpoints fired for remote players
  • Vehicles are now unloaded when the player teleports to a location outside their range
  • Fixed client crash from passing an empty string to chat methods like Chat:Print
  • Fixed an issue with the renderer
  • GWEN now blocks main menu inputs where appropriate

New Features

  • Added SharedObject equality operator
  • Added SteamId.IsValid(string)

  • Added Config:GetValue(string category, string value)

Note: a running changelog for each new version is maintained on the wiki, see here.

JC2-MP / Re: Featured Server Requests
« on: January 07, 2016, 01:30:11 pm »
Server name: Fallen Civilization - Survival

Server IP:

Featured Image: (PNG format, 320x180 resolution)

Why your server should be on the server list:

Lord_Farquaad and I started development on Fallen Civilization(FC) over 6 months ago.
In that time, we've created an insane amount of scripts. Almost everything in the server is made by our own admin team.

Unlike many other servers, FC establishes a clear game-mode where every script in the server is geared towards the survival experience.
We have also taken full advantage of the 0.2 update to jc2-mp, and many of our features incorporate its aspects and show off its power.

I think the server speaks for itself; here is a page where you can see all our unique features  :),5765.msg41971.html#msg41971

Approved  :)

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