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Zhenёq edited this page Aug 6, 2024 · 14 revisions

Running

Game server:

  • Create a full copy of your client installation (you don't have to copy Logs and Replays folders)
  • Build the project
    • Select Server Release or Server Debug build configuration.
    • Copy following dlls from Live\WinXX\AtlasReactor_Data\Managed into dependencies folder or reconfigure your project to use files from the game installation. Binary dependencies are now included but you can still overwrite them if you want to make sure they haven't been tampered with.

  • Put the dll into Live\WinXX\AtlasReactor_Data\Managed
  • Put files from Config folder into Live\Config

Then, you are going to need a lobby server.

Now you should be able to run lobby server via EvoS.Sandbox.exe and game server and client via respective Live\WinXX\AtlasReactor.exe. Expected behaviour:

  • Lobby server opens a console window (see more here)
  • Game server shows loading screen saying "Connected to bridge server"
  • Game client loads main menu

Note: tested on x64 build.

Branches

  • server: Main branch. You can build vanilla client (or more realistically a version as close to it as possible), modified client, or server using different build configurations.
  • client: Vanilla client code (or as close to it as possible). No longer updated.

Comments

At the beginning of the file

  • // ROGUES: This class has been fully patched with Rogues code
  • // SERVER: This class has all server-only code wrapped into #if SERVER

Inline

I try to keep everything from both versions of the code. So, if something has been changed between the releases, it is marked with // reactor and // rogues comments (with the latter block of code usually commented out). // added in rogues and // removed in rogues designate methods, properties, or blocks of code missing in one of the versions completely. Irrelevant Rogues code is commented out but stays in the file for future reference. Original code is marked with // custom.

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