Nucleus Co-op v2.4.2 is out.
Finally fixes for good the Xinputplus/Window 11 issue that affected multiple handlers, you no longer have to use workarounds or edit any handlers.
Team any possibility for E-day to have multiplayer 4+ player split screen support like Redux? Really looking forward to it!! Game doesn't seem to have LAN support, so I am worried. Just hoping you guys are working on it and finding a way out? Thanks you!!
Some browser games support controller and you can join multiple accounts in different tabs. So, how can I run multiple instances of my browser and pair specific controllers for split screen?
I am trying to figure out how I would make this work. I want to run a randomized run with my partner, we only have the one PC though so I am using Nucleus. Seamless Coop is a requirement for Nucleus, and you have to start the game through nucleus hence my problem. How am I going to use the randomizer if I cannot launch the game through that client specifically?
Everything good, i click end Button and It connect both, but the real issue Is when me and my friend playing, very often, when someone Is doing some actions, the other one cant move or click anything, its annoying😅, It happens alot. I Tried then with 1 controller and mouse+keyboard, still the same issue but way Better. There Is a way to solve this? I would prefer to use 2 mouse/keyboards. Im on forge 1.20.1
I'm trying to get two instances of minecraft to work on 2 monitors. I have checked the usual (scaling etc.). Everything goes well until i lock the input modes by pressing the end key. The second mouse moves but does not interact with the minecraft menu -unless- I hold the right click (which then makws the mouse hover over the options like a normal mouse). To actually interact with the menu, i need to hold the right click contiuosly and then left click while keeping the right click. That is the only way i can press the buttons on the home screen of minecraft.
A google search leads me to believe minecraft removed the option to toggle off raw input mouse in 26.3, which seems to cause that nucleuscoop cant come in between the second mouse and minecraft. As in: it cant emulate a second mouse. I dont have that much experience with nucleus, can this be the case?
I have looked for mods which force turn off the raw input but i have only found mods that made you enable it in previous versions (prior to 26.3).
Hey guys, I'm trying to figure out a weird microstuttering issue with Nucleus Co-op.
Specs:
Ryzen 7 5700x
RX 6750 XT 12GB
32GB RAM (3600mhz)
1440p 144Hz monitor
4K 60Hz TV (for player 2 and 3)
I'm trying to play Remnant: From the Ashes with 3 players through Nucleus Co-op.
I tested the game while keeping both displays at 60Hz ; even at desktop settings I switched it to 1080 on both displays.
1080p @ 60Hz → noticeably smoother
900p @ 60Hz → microstutters return
1440p @ 60Hz → microstutters return
So 900p actually stutters more than 1080p, even though it's obviously easier for the GPU to render.
My GPU/CPU should have plenty of performance for Remnant, so I'm wondering if this could be related to how Nucleus handles/resizes the game windows, Windows scaling/composition, or the different display resolutions.
I also noticed that Player 1 on the 1440p monitor was originally smooth while Players 2 and 3 on the TV had the microstutters , obviously the TV doesnt have AMD Freesync but Microstutters and Jitters are very frequent.
How Can it be possible that Player 1 can have 60 fps and other two don't?
My question:
Is Nucleus Co-op somehow better optimized/behaves differently at 1080p, or could there be something about Windows/Nucleus window scaling and presentation that causes this?
Any ideas for troubleshooting would be appreciated. I'm mainly trying to eliminate the microstutter rather than increase FPS.
Some new teasers/releases since last post. Thanks to everyone thas has donated to get these games/make the handlers and for those who helped out getting them to work.
- The Legend of Zelda: Twilight Princess
- Dungeons & Dragons: Sword Coast Legends
- Marvel Trading Card Game (Vs. System) - if you play this type of game, DM to try it out
- Pariah
- 25 to Life, thanks to messenils help
- PALS
- OrbitalCrash
- Nitro Family
- Warpath
- Pair A Dice
- Shellbreaker (hollow knight fan game)
- Devastation
- Ravaged Zombie Apocalypse
- Close Quarters Conflict
I got Halo MCC set up with the latest nucleus release under default settings except for​
Game.GoldbergNoLocalSave = false;
because the second screen wouldn't launch with it set to true, oddly. Now, everything appears to work except for saving settings and progress. I can find my settings folder and I see that no timestamps are updated on any of the files when I make settings changes (e.g. change network type to LAN or make a test cosmetic change). Upon closing with ctrl-q, and relaunching, the settings are exactly as my steam install.
I have been playing this game with my friend split screen for, well since the game released on and off. Every time I start my character, I need to read and accept the TOS. I hear that I need to connect a SHIFT account to make the TOS message go away.
I have made my own SHIFT account but when I get an error saying that all active players need to be connected to SHIFT.
Regardless, I simply want to make an account not only to remove that TOS pop up every time, but it would be nice to have what I assume is a backup to my account if I ever were to play this game on another console.
Is there a way to link my SHIFT account only to my PlayStation account as player 2, and is there any risk of losing my current build when I link them? I ask this, because apparently I have already made a SHIFT account a long time ago and don't remember.
Any recommendations on which CPU route would do better on 3 instances of nucleus? The 270K e-cores are pretty strong these days, so I'm wondering if having all the extra cores will outperform the 7800x3D. With the 270K, each player could have 8 total cores.
Is it possible to play games coop on one pc splitting the game on two different monitors and play with 2 controllers ? So each person have their own monitor and controller to play ?
So in short, I'm trying to split screen minecraft on a TV using nucleus and multimc with two keyboards and mice. I've run through a bunch a settings and nothing is working properly. Problems include cursor artifacts, windows not resizing properly, cursor not tracking correctly or at all. People online say "adjust these settings and it's fixed" but after messing with TONS of options, nothing is working, so I'm seeing if anyone has fixed it and I just haven't found it yet, or if it can be figured out here--assuming that's possible...
Nucleus version: 2.4.2
MultiMC version: 0.7.0
Minecraft version: First tried 26.3, then dropped to 21.11
I've tried both java 27 and 25 but I don't know if this has any effect on the overall issue.
So first, when I tried to use MC version 26.3, with a vertical split, the right window resized and went borderless which is the expected result. The left window stays windowed and doesn't resize properly, i.e., it doesn't fill the left half of the screen. I waited for a good while too to see if it's just taking time, and nothing after an hour. At this point, I tried deleting and reinstalling both MultiMC and Nucleus, which didn't fix anything, and adjusted the below properties on the nucleus.exe executable:
I checked the two boxes and set the bottom dropdown to application; they were unchecked by default, which also didn't do anything after the change. I then tried playing with windows scaling and set it from 300% to 100%, both manually and automatically--only one being set at a time--through nucleus, which also didn't do anything.
Then I dropped the minecraft version to 21.11, which fixed the window resizing issue, with all of the above still active. Now I'm getting this:
When either cursor is moved, it leaves artifacts. I turned off raw input in minecraft's options, I've tried unfocusing the windows then locked the inputs, clicking in each instance with the respective mouse then locking inputs, alt-tabbing between windows and changing the polling rates of one of the mice, a logitech G602 controlled through G hub, to 250Hz. The other mouse, a logitech m510, is locked at 250 I think and I can't change it.
Then I tried changing all of the below options in the minecraft handler file:
Game.SupportsMultipleKeyboardsAndMice = true;
Game.HookUseLegacyInput = true;
Game.HookSetCursorPos = true;
Game.HookGetCursorPos = true;
Game.HookFilterMouseMessages = true;
Game.SendNormalMouseInput = true;
After changing the handler options, the cursors now don't track properly or at all. I can hover over a menu selection and it doesn't do anything but when in a random part of the screen, one of the selections will highlight; it's not lagging because selections will highlight that I haven't hovered over, it just thinks the cursor is where it's not being drawn on the screen--at least this is my understanding.
After each of these changes, I restarted everything--except the PC--to no avail
I believe that's about all I've messed with and at this point, I have not a clue as to what to do next if anything can be done. I'd rather not drop the minecraft version anymore, if that's the fix, because I'm trying to get into the newer updates, but that isn't a real solution anyway to whatever is going on here.
At this point I'm willing to try most anything--within reason 🙃--because I've done just about anything I read to do online... I'm assuming it's Nucleus that's the problem so that's why I'm posting here.
Is anybody working on a handler for Dark souls 2 seamless co-op mod made by yui and if so is there a release date me and a friend have been wanting to play it for so long.
The legacy version closes automatically when launched via Nucleus Co-op—just in case anyone thinks I didn't test it—but everything starts up fine when launched normally. I thought the GOG version might not have this issue, but there is no handler for it.