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Update README.md
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README.md
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README.md
@ -165,20 +165,42 @@ Note - _nebula has no idea how Hamachi works and has never used it, so don't ask
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- If needed, right click `References` in the Solution Explorer > Manage NuGet Packages > Update OWML to fix missing references
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- Run this to stop tracking QSB.csproj.user: ```git update-index --skip-worktree QSB/QSB.csproj.user```
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To fix the references, right click "References" in the Solution Explorer > "Add Reference", and add all the missing DLLs (references with yellow warning icon). You can find these DLLs in the game's directory (`OuterWilds\OuterWilds_Data\Managed`);
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After doing this, the project references should be working.
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When you build the solution, the QuantumUNET dll and all the mod files/assets are copied to `[Mod Manager directory]/OWML/QSB` from the dev folder.
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QSB.dll is first built to the dev folder as usual, then QNetWeaver is ran on it to weave in QNet/UNet serialisation code. This program outputs to the `WeavedFiles` folder, and then the weaved dll is also copied to `[Mod Manager directory]/OWML/QSB`.
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The build pipeline (in post-build events):
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If for some reason none of this is working, you might have to set everything manually:
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- Build QuantumUNET.
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- Copy built `QuantumUNET.dll` to mod folder.
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- Build QNetWeaver.
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- Build QSB.
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- Copy `default-config.json` to mod folder.
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- Copy AssetBundles to mod folder.
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- Copy `manifest.json` to mod folder.
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- Run QNetWeaver on built `QSB.dll`, putting weaved files into `QSB\WeavedFiles`.
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- Copy QSB.dll from `QSB\WeavedFiles` into mod folder.
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- Build QSBTests.
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- Use `dotnet test` to run QSBTests on QSB project.
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If Visual Studio isn't able to automatically copy the files, you'll have to copy the built dlls manually to OWML.
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- To fix the references, right click "References" in the Solution Explorer > "Add Reference", and add all the missing DLLs (references with yellow warning icon). You can find these DLLs in the game's directory (`OuterWilds\OuterWilds_Data\Managed`);
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- If Visual Studio isn't able to automatically copy the files, you'll have to copy the built dlls manually to OWML.
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If QNetWeaver does not work and does not output anything to `WeavedFiles` :
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- Check what directories it's getting and make sure they point to the correct DLLs.
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- Check what directories it's getting in the post-build events and make sure they point to the correct DLLs.
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- Contact _nebula on the Outer Wilds modding server.
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It is recommended to use the Epic version of Outer Wilds, as you cannot run multiple versions of the Steam version.
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A powerful PC is needed for development, due to the high amount of RAM and CPU needed to run 2 or 3 instances of modded Outer Wilds.
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It is also recommended to lower all graphics settings to minimum, be in windowed mode, and lower resolution to roughly a quarter of your monitor space. This lets you run multiple instances of Outer Wilds to quickly test QSB.
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**Warning : Mod development can lead to unexpected errors in your computer system.**
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- **When editing the networking code, mistakes can lead to QSB overwhelming your network connection with excess packets**.
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- **Too high RAM usage will lead to Outer Wilds sticking at ~31% loading, then crashing**.
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- **There have been instances of graphics cards crashing, and needing to be disabled/re-enabled from Device Manager.**
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## Authors and Special Thanks
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- [\_nebula](https://github.com/misternebula) - Developer of v0.3 onwards
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