Update README.md

This commit is contained in:
Kawe Mazidjatari 2023-03-19 02:02:45 +01:00 committed by GitHub
parent 81ac8678c8
commit 022407a9dd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -20,10 +20,10 @@ Steps:
The tools and libraries offered by the SDK could be debugged right after they are compiled.
Steps:
1. Set the target project as **Startup Project**
1. `Right Click project --> Set as Startup Project`
1. Set the target project as **Startup Project**.
1. `Right Click project --> Set as Startup Project`.
2. Configure the project's debugging settings.
1. Debug settings are found in `Right Click Project --> Properties --> Configuration Properties --> Debugging`
1. Debug settings are found in `Right Click Project --> Properties --> Configuration Properties --> Debugging`.
2. The `Working Directory` field should be set to `$(SolutionDir)\game\`.
3. The `Command` field should be set to the target executable (`r5apex(_ds).exe` for example).
4. Additional command line arguments could be set in the `Command Arguments` field.
@ -34,29 +34,29 @@ Steps:
- The `-nosmap` parameter instructs the SDK to always compute the RVA's of each function signature on launch (!! slow !!).
- The `-noworkerdll` parameter prevents the GameSDK dll from initializing (workaround as the DLL is imported by the game executable).
Additional launch parameters can be added to the `startup_*.cfg` files,
Launch parameters can be added to the `startup_*.cfg` files,
which are located in `<gamedir>\platform\cfg\startup_*.cfg`.
## Note [Important]
This is not a cheat or hack, do not attempt to use the SDK on the live version of the game!
The following builds are tested and guaranteed to work:
* S0 `R5pc_r5launch_J1557_CL387233_2019_01_28_07_43_PM`
* S0 `R5pc_r5launch_J1624A_CL394493_2019_02_24_09_29_PM`
* S1 `R5pc_r5launch_N52A_CL399039_2019_03_12_03_21_PM`
* S2 `R5pc_r5launch_N428_CL436418_2019_08_07_09_35_PM`
* S3 `R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM`
* S0 `R5pc_r5launch_J1557_CL387233_2019_01_28_07_43_PM`.
* S0 `R5pc_r5launch_J1624A_CL394493_2019_02_24_09_29_PM`.
* S1 `R5pc_r5launch_N52A_CL399039_2019_03_12_03_21_PM`.
* S2 `R5pc_r5launch_N428_CL436418_2019_08_07_09_35_PM`.
* S3 `R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM`.
## Pylon DISCLAIMER
When you host game servers on the Server Browser (Pylon) you will stream your IP address to the database
When you host game servers on the Server Browser (Pylon) you will stream your IP address to the database,
which will be stored there until you stop hosting the server; this is needed so other people can connect to your server.
There is a Checkbox in the server browser called `Server Visibility` that is by default set to `Offline`.
There is a checkbox in the Server Browser called `Server Visibility` that defaults to `Offline`.
- `Offline`: No data is broadcasted to the Pylon master server; you are playing offline.
- `Hidden`: Your server will be broadcasted to the Pylon master server, but could only be joined using the private token.
- `Online`: Your server will be broadcasted to the Pylon master server, and could be joined from the public list.
Alternatively, you can host game servers without the use of our master server, and grant people access to your game server
by sharing the IP address and port manually. The client can connect using the `connect` command. The usage of the `connect`
command is as follows: IPv4 `connect 127.0.0.1:37015`, IPv6 `connect [::1]:37015`, NOTE: the IP address and port were examples.
command is as follows: IPv4 `connect 127.0.0.1:37015`, IPv6 `connect [::1]:37015`. NOTE: the IP address and port were examples.