![]() A big list.You don't have to read all of it (Just skip to the end).ġ.) Multiplayer: A hard task but it would boost the games replay value and popularity greatly.Ģ.) Caves: Maybe a somewhat easier task but very rewarding, Having caves to discover with many threats and rewards would be great to explore and would add hours of gameplay + replay value if they're big and randomly generated.ģ.) Corals: Maybe used as a new material to decorate bases and craft different materials.Ĥ.) Modding Support/Steam Workshop Support.ĥ.) Better maps: I got confused often when trying to navigate, I'm not sure whether it's just me or everyone has problems with this, but I found trying to navigate very confusing and tricky.Ħ.) Decorative Items, such as Signs - Which would help sorting Chests out and even help with navigation and identification. I've literally got a list of what could be added. ![]() The game just needs the right community, thats all. Which is a shame, this game has (Like I've already stated) so much potential and if nothing happens - It would be a great shame. I've also heard that this is it, no more updates or anything. This game has soo much potential and I'm enjoying the game so much, It would be a shame if nothing happens. I've heard that some people are re-texturing some parts of the game, but NO mods out there. I wouldn't wish it upon my worst enemies.There's literally no modding community on this game whatsoever. TL DR I had a lot of trouble decompiling the game. ![]() Additionally, if anyone else wants to be able to use the mods I make, they will need my deobfuscated version of the game. I'm not sure what to do about trying to share the eclipse project, I might ask the devs (what do you think?) but I certainly wouldn't make anyone else do all of that again. (the code for this was seriously messed up, I don't even know how this happened, took me hours to fix)Īfter all that was fixed the game runs! (although the gui is a little messed up.) I'm not sure what was actually going on there)Ĭolliding with objects like bases or sunken ships froze the game. (This was because the deobfuscator turned a single string into two strings somewhere. (this was because of an error in the block code that stopped the game from adding pot plants to the base, and put it in an endless loop)Ĭhests wouldn't open. The game would freeze when the world loaded. ![]() Finally, there were three big errors left: The deobfuscation process created a number of errors surrounding Enums, renaming them. This worked ok, but there were still a number of errors.įinally, I had to go over the code and fix absolute mounds of errors, mostly things that would have worked anyway once compiled, like unparameterized arraylists. Procyon seemed promising, but was skipping over classes, so I ended up using secureteam's gui implementation of Procyon. I tried Jad, JD-GUI, and a handful of others. I used that and produced the first semi-functioning deobfuscated version of the game. Eventually I found that apache had source code that could be used to make a custom deobfuscator. So decompiling produced a lot of ambiguity, with all sorts of errors saying "there's no field in type 'x' called 'y'" but 'y' was actually a class in package 'x' rather than a field in the class 'x'.Īnyway I then had to deobfuscate the code, but there were no suitable deobfuscators on the internet, all of them left small ambiguities all over the place or did something else that left more problems than it solved. Simply decompiling it didn't work because a lot of the type names were the same, like there were a bunch of classes named a or b in different packages, and then there was a few packages and subpackages called a, and then there were methods called a, and then there were fields called a.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |