HgPatcher
GodotModulesCSharp-Old
HgPatcher | GodotModulesCSharp-Old | |
---|---|---|
2 | 18 | |
9 | 57 | |
- | - | |
0.0 | 0.0 | |
almost 2 years ago | over 1 year ago | |
C# | C# | |
- | MIT License |
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HgPatcher
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How do I combine mods (SURVEY_PROGRAM)
You could apply both to separate files, then generate a patch in a version-indifferent format. I'm not sure if you would get better results applying base > xDelta Ribbit > HgPatcher co-op or base > xDelta co-op > HgPatcher Ribbit, and if neither work you're pretty much out of luck without refactoring the code yourself.
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Does anyone have a copy of UTPatcher I can download?
Hello! I recently created a similar, but entirely unique tool, for this purpose. It is called HgPatcher! Here is a video where I describe how the tool is used.
GodotModulesCSharp-Old
- Server-Side Simulated Player Transforms
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Godot Modules - Dev Blog #1 (My journey with multiplayer so far)
You can find the Godot Modules project on GitHub here with the MIT license.
Another cool thing I learned while working on this project is a great use of the virtual keyword. It allows me to separate the game netcode from the core netcode very nicely as seen here.
For sending data over the network I used System.IO.BinaryWriter and System.IO.BinaryReader. I created some classes to help automate my life with this. Have a look at [CPacketPlayerPosition.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketPlayerPosition.cs), [SPacketPlayerTransforms.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketPlayerTransforms.cs), [CPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketLobby.cs), [SPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketLobby.cs) just to see how nice everything is grouped together. Before I had it so a lot of this code was dispersed across several files (for e.g. CWPacketLobbyJoin.cs, CRPacketLobbyJoin.cs, SWPacketLobbyJoin.cs, SRPacketLobbyJoin.cs) S stands for Server, C stands for Client, W stands for Write, R stands for Read.
- I Created a ModLoader with MoonSharp for C# Godot Games
- Godot Modules - ModLoader, Cooperative Netcode, Options Preset, Utility Scripts to Kick Start your C# Godot Games
- Netcode to Create Lobbies for Cooperative Godot C# Games (Wip)
- Netcode to Create Lobbies for Cooperative Godot C# Games (wip)
What are some alternatives?
UndertaleModTool - The most complete tool for modding, decompiling and unpacking Undertale (and other Game Maker: Studio games!)
GodotMono-InfiniteTerrain
UnityExplorer - An in-game UI for exploring, debugging and modifying IL2CPP and Mono Unity games.
ENet-CSharp - A improved fork of ENet, a tried and true networking library. C, C++, C# compatible.
GMEdit - A high-end code editor for GameMaker: Studio, GameMaker Studio 2.x, and more!
ediabaslib - .NET BMW and VAG Ediabas interpreter library
DeepCopy.gml - Deep clone GameMaker class instances / constructed structs, anonymous structs and arrays nested in any order!
Captain-of-industry-modding - Official modding resource for video game Captain of Industry.
UnityExplorer - An in-game UI for exploring, debugging and modifying IL2CPP and Mono Unity games.
client-godot - A long term progressive resource management text based MMORPG being developed in Godot.
Unity-Lua - A wrapper around MoonSharp that allows easy development of moddable Unity games
MasterServer-Old - NodeJS server to list Godot lobbies for Godot Modules project.