CyberpunkMP is a multiplayer mod for Cyberpunk 2077, created by Tilted Phoques SRL. This mod brings multiplayer functionality to the game, allowing players to synchronize their appearances, equipment, movements, and basic animations seamlessly. Additionally, vehicles and their passengers are fully synchronized, enabling cooperative or competitive experiences involving the game's dynamic vehicular systems.
CyberpunkMP also includes powerful tools for developers. We provide a .NET SDK for creating server-side plugins and support client-side plugins through an exposed Redscript SDK. The mod features a robust Remote Procedure Call (RPC) system, allowing plugins to invoke server-side functions from the client and vice versa. This system is completely automatic, requiring no additional code to handle RPC functionality.
- Navigate to the repository using a command prompt.
- Check out the correct branch/tag if you're not working against main
- Run
git submodule update --init
to pull in vendored dependencies - Run
xmake -y
(add-v
for verbose output)
If you want visual studio projects execute xmake project -k vsxmake
and you
will find the sln in the newly created vsxmake
folder.
In addition, if you want to debug the project directly from with Visual Studio
you can set the game path xmake f --game="C:/.../Cyberpunk2077.exe"
. In Visual
Studio you will then have a project named Cyberpunk2077
, debug this target in
Debug
only, it will not work in other modes.
Important
On Windows, you'll need to use Windows SDK below v10.0.26100.0. An issue
is currently breaking the build due to package protobuf-cpp
.
To build and run a Docker image of the server
- Follow build steps 1 to 3
- Build the image with
docker build . -tag cyberpunkmp
- Run it with
docker run -p 11778:11778 cyberpunkmp
- Config, so you can configure the server.
Example argument:-v $(pwd)/config:/app/config
- Plugins if you want to add custom ones.
Example argument:-v $(pwd)/plugins:/app/plugins
NOTE: If you change the port in the config, don't forget to expose it.