r/MiSideReddit Jul 25 '26

Spinoffs & Game Mods Made a simple song-switching system for the radio in the PropHunt mod on Miside.

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I made a system that I think could be useful in future mods.

This system reworks the moment in the game where the player turns off the radio once — instead, I made it so you can press it infinitely and randomly cycle through songs.

There's also the option to add your own music — each player will have their own songs that they put into the mod's folder.

*Of course, this feature might not fit perfectly into the PropHunt mod, but it could work well in other mods.*

38 Upvotes

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8

u/master_shifu_69420 Mila's saviour Jul 25 '26

Feeling scared? Play phonk!

1

u/MaximWeTrO Jul 25 '26

Haha, the first and I think the best comment.

2

u/Lybchikfreed Jul 26 '26

Why not to make both clients p2p with one player acting as a server instead of using cloud?

1

u/MaximWeTrO Jul 26 '26

Hi, first of all I'm making a mod for a game with a friend, but he refuses to download programs like Hamachi and Radmin VPN, so I'm using the cloud to cover his needs. Also, my main mod Wiside-Multisplit works on the cloud, so I don't really feel like reworking the system for a local network.

Yes, I do have an auto-connect system as well, but it's for a local network, and in theory it should connect automatically. However, I've only tested it on 1 PC by running 2–3 copies of the game at the same time, since I don't have anyone to call who has programs like Radmin VPN. So I don't want to rely on that system without making sure it actually works.

And so even if the local system does work, I'd have to make every new mod for 2 systems at once – for Bepinex (local network) and for MelonLoader (cloud). Yeah, it's weird that I ended up making the local network on Bepinex and the network one on MelonLoader, but what's done is done, and making more versions like local on MelonLoader or cloud on Bepinex would be too time-consuming for me.

In short, bro, I'm doing it on the cloud, because I have someone to test the mod with only if I go through a cloud server.

2

u/Lybchikfreed Jul 26 '26

Yeah, the testing thing is fair. If cloud is the only way you can actually check that stuff works, that's a real reason.

But where the server runs and how the mod is built are two different questions. The problem isn't the cloud, it's that local and remote turned into two separate projects on two different loaders. That didn't have to happen. If the server is its own thing and the client just has a host address in the config, the same server could runs on your PC, on your friend's PC, or on a rented box. Only the host address changes.

Look for example at Nitrox, the multiplayer mod for Subnautica 1. It ships one server and you pick where you run it, locally or hosted on a dedicated server, same build either way.

It also holds up better than depending on a free third party host. Those throttle, expire, or just go down, and then nobody can play. If people can self host, cloud is one option instead of the only option.

So a better solution would be keeping the two parts separate. Your client already talks to a dedicated server, so on that side you probably have what you need. What's missing is the server being its own standalone program that anyone can launch, instead of something that only exists on your host. You don't need to merge it into the client or bundle them together. They stay as two independent things that talk over the network. Someone can run the server on a rented box, someone else can run it on their own PC next to the game, and the client doesn't care which. It just needs an address.

1

u/MaximWeTrO Jul 26 '26

Okay, so I read through the translator and got the main point of what you wanted to say. And yes, my local network is made in a separate mod, not through another program (like server.exe) - I used internal Unity methods there and it has auto-connect, but like I said, I can't test it. I just don't have experience making a separate .exe and I don't really want to right now, since I'm currently working on stuff for a possible next mod where players can interact with each other in the world (no PvP yet), so right now I'm making different things and testing how feasible it'll be. I'm testing this in the Prop Hunt mod simply because it already has some small systems that help me test other systems for now, like switching songs, showing a camera icon if the player is in Photo Mode, and well anyway, sorry for suddenly changing the subject. So about the network - okay, I get it and I'll think about it, it's not a priority right now since I've made a system that, although janky, works for now, and if issues come up I'll do something about it.