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I promise I'm not trying to be a jerk, it's just that I'm just semi-competent at best, and I highly doubt I'm the only one.
I'm just gonna walk through every step listed in the process, even the ones that are fine, in hopes of being as clear as possible. Sorry that this makes for more text
If I understand the very first bit, and I might not, you change the folder name to one matching the game you want to create an SDK for, and then change the paths in Engine.hpp to reflect the changed folder name. If I understand that correctly, would appear to be fine. If I'm not understanding correctly my second guess it's the name for some project you want to work on with the SDK, which isn't how an SDK is usually used, but regardless.
The the next bit is simple because it's just (paraphrased) "log or no log", and "only use the UTF16 character set if the game is in UTF16."
The third bit is less clear. Every configuration option comes with an explanation of what it does (good) but you need to already know why you would want one option over the other (less good) and for someone just starting out some of it is kind of obtuse. For example, how do I find a game's hex escape value, and how do I know if I want the version printed in the final SDK to be the same or different from the one in the game?
The next part loses me.
Any class/struct member outside of whats in the EMemberTypes does NOT need to be registered
Ok, but what is in EMemberTypes, I think it's listed Framework/Member.hpp lines 32 to 65, but that's not clear, and if it is already contained within the project, why is this a manual step and how do I know which of the EMemeberTypes I should add/remove?
Next step is double checking things and making sure the output path is set and such, which is perfectly clear.
After that just compile as a DLL and manually inject into your game
I'm sure I can google this, so it's a minor point, but a) I've literally never made a dll, so if the process is different from compiling other code I'm not sure how, and b) I've never manually injected a DLL either. Though (again) I'm sure I can google it if/when the time actually comes.
The text was updated successfully, but these errors were encountered:
I promise I'm not trying to be a jerk, it's just that I'm just semi-competent at best, and I highly doubt I'm the only one.
I'm just gonna walk through every step listed in the process, even the ones that are fine, in hopes of being as clear as possible. Sorry that this makes for more text
If I understand the very first bit, and I might not, you change the folder name to one matching the game you want to create an SDK for, and then change the paths in Engine.hpp to reflect the changed folder name. If I understand that correctly, would appear to be fine. If I'm not understanding correctly my second guess it's the name for some project you want to work on with the SDK, which isn't how an SDK is usually used, but regardless.
The the next bit is simple because it's just (paraphrased) "log or no log", and "only use the UTF16 character set if the game is in UTF16."
The third bit is less clear. Every configuration option comes with an explanation of what it does (good) but you need to already know why you would want one option over the other (less good) and for someone just starting out some of it is kind of obtuse. For example, how do I find a game's hex escape value, and how do I know if I want the version printed in the final SDK to be the same or different from the one in the game?
The next part loses me.
Ok, but what is in EMemberTypes, I think it's listed Framework/Member.hpp lines 32 to 65, but that's not clear, and if it is already contained within the project, why is this a manual step and how do I know which of the EMemeberTypes I should add/remove?
Next step is double checking things and making sure the output path is set and such, which is perfectly clear.
I'm sure I can google this, so it's a minor point, but a) I've literally never made a dll, so if the process is different from compiling other code I'm not sure how, and b) I've never manually injected a DLL either. Though (again) I'm sure I can google it if/when the time actually comes.
The text was updated successfully, but these errors were encountered: