12/25/2023 0 Comments Stranded deep mods 2017![]() String tokens = line.Split(new string, StringSplitOptions.“Some are on the front line, quite literally knee deep in mud or water, some are helping partner agencies manage road closures and keep people safe first and foremost, helping to move forward when and where possible. String config = System.IO.File.ReadAllLines(configFilePath) If (System.IO.File.Exists(configFilePath)) System.IO.File.WriteAllText(configFilePath, sb.ToString(), Encoding.UTF8) Sb.AppendLine("configValue=" + m圜onfigValue + " ") String configFilePath = System.IO.Path.Combine(dataDirectory, configFileName) If (System.IO.Directory.Exists(dataDirectory)) ![]() String dataDirectory = System.IO.Path.Combine(Environment.GetFolderPath().Replace("Local", "LocalLow"), Team Games\Stranded Deep\Data\") Private static bool m圜onfigValue = false Private static string configFileName = "nfig" Another caveeat is that the access to the core code the game is sometimes more complicated, and in some rare cases, impossible. The downside is that sometimes, we need to update them to use the new code, whenever a feature has been deeply modified. The advantage is that those mods are "version independant", as long as their code is compatible with the new version. For SD, you may use BepIn, or Unity Mod Manager (UMM). "Hook mods" are made with external programs which "hook" into the update loop to allow the modder to change the game behavior. The advantage is that it is easier, and less restricted than a hook mod, since you can basically edit anything in the game. The downside is that the edits will be overwritten by every game update. net code from a Unity game humanly readable, and allows to modify it. "Recompile mods" are made with DnSpy which is a "decompiler-recompiler", which makes the. It is complicated to add shaders to a game via mods, and for pure graphical improvements, we use more often external shading programs like "ReShade" or "ENB". Shaders are very powerful elements that can change the way surfaces react to light, and ever deform or animate objects (vertex shading). Unity ships some "native" or "builtin" shaders, but programmers can write their own shaders (Beam Team has made some custom shaders). Shaders are precompiled specific elements interpreted by the graphic card for extremely fast rendering. The rendering is done in a 3D space, using what are called "Shaders". ![]() whatever)Īsset are compiled with the Unity Editor, a standalone program, but there are some hacks that allow to explore asset libraries without the editor, like UABE
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