Hazado wrote:Is that easter egg listed in the spoilered link?
Ooh, I actually missed/forgot a lot of those ! But no, the one I'm thinking about isn't in this list.
- Show Spoiler
Try flying just under the surface of Myst island, and you'll come across it eventually
Aloys wrote:But it was released in early 2014, what version was it made on? 5? 4.6?
The current version is 4.7-ish. Cyan bought a license for the 4.x series, so our current version of RMME is "stuck" on this version. This may change when they release the Switch version of the game, since Switch requires at least Unity 2017 IIRC - so maybe they will upgrade the PC version as well. Or maybe not, we'll see.
This is quite unfortunate, as they released it a short time before Unity 5, which brought a whole bunch of upgrades to the renderer (including PBS), lightmapping engine, as well as performance improvements and more. Unity 5 is also the first version in which all the pro features are available for free, including AssetBundles. Too bad...
Aloys wrote:I guess then the next question is: what can we get from these RMME files?
Oh, not much I suppose.
AssetStudio can extract and decompile most of the files if you want, but since Unity strips unused assets in builds, we're unlikely to find more than what is already visible in the game. Also, Unity's static batching means most meshes are hard/impossible to extract for use in another engine (yeah, I've tried

).
Extracting some assets at runtime is also possible using Unity's API, but it's still quite limited.
Aloys wrote:But what about the code? You mention a couple tools to decompile and even rewrite on the fly existing code, most of this is over my head (I only do basic gameplay code, nothing so low level). Basicaly what are the limitations?
Basically, a hack to one of the files of the game allows injecting any code at runtime, in the form of mods. Mods can do all you can usually do in Unity: interact with the C# libraries, Unity's API and Cyan's own scripts.
Due to the nature of C#, they can even overwrite Cyan's own code or access private fields/methods, thus giving you a LOT of control over the game. Complex modifications are still a bit trickier of course, but even an average programmer with a good tutorial can pull it off.
(Like I wrote in the readme, most of it is possible using
dnSpy, reflection and if necessary
Harmony.
Aloys wrote:Ugh! Finally. Thank you. As a fellow AZERTY user, I consider that an unforgivable sin from developpers to ignore different keyboards layout. It's not like it's the most complicated thing to do...
Yeah. On the other hand, it seems like QWERTY is so widespread that people simply don't know about this kind of issues. Just like with color blindness I guess...
Aaaaand... The Reddit post I made with a link to here was removed. Eh, not surprising. Still, posting tutorials about using CheatEngine to hack the game is fine, but actual mods aren't. Oh well...