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Game Dev Tycoon-Save Game Editor: A Guide to Modifying Your Progress



Please Note: @HeWhoWas has not visited these forums since June, so this editor is not supported. Any editing of game saves is unsupported by Greenheart Games, so if you break your game in this manner, you are on your own.


Usual disclaimer - I do not give any guarantees as to the performance of this application. I am not responsible if it deletes all your save games, or causes your computer to catch on fire, or anything at all. You use this at your own risk.




Game Dev Tycoon-Save Game Editor



The Saved Games service gives you a convenient way to saveyour players' game progression to Google's servers. Your game can retrieve thesaved game data to allow returning players to continue a game at their lastsave point from any device.


The Saved Games service makes it possible to synchronize a player's game dataacross multiple devices. For example, if you have a game thatruns on Android, you can use the Saved Games service toallow a player to start a game on their Android phone, and thencontinue playing on a tablet without losing any of their progress. This servicecan also be used to ensure that a player's game playcontinues from where it left off even if their device is lost, destroyed, ortraded in for a newer model.


The Saved Games service provides a visual user experience in addition topersistence features. You are strongly encouraged to associate representativeimages with corresponding save files. If you are using the default Saved Gameslist user interface (UI) provided by the Play Games SDK in your game, the UIwill display these cover images. The cover images may also appear in theGoogle Play Games app.


Your game can still read and write to a saved game when the player's device isoffline, but will not be able to sync with Google Play games services untilnetwork connectivity is established. Once reconnected, Google Play games servicesasynchronously updates the saved game data on Google's servers.


When using the Saved Games service, your game may encounter conflicts whenattempting to save data. These conflicts can occur when a user is running morethan one instance of your application on different devices or computers. Yourapplication must be able to resolve these conflicts in a way that provides thebest user experience.


The days of entering left, right, left, right, up, down, up, down, a, b to cheat your way through a video game are long gone. With achievements and trophies in existence, game developers have, for the most part, removed cheats from video games.


But cheats aren't entirely gone! Since computers and game consoles are so closely linked now, it's rather easy to connect the console's storage medium to a computer and gain access to its data. This provides write access, and with write access we can edit the files and manipulate the data inside of them, potentially scoring ourselves a million Septims in Skyrim.


Today's Null Byte covers a simple, universal way that you can hack your game saves. However, some game saves cannot be hacked easily, because the developers will sometimes put encryption in place to prevent gamers from modifying online stats and other global statistics.


Then load the game up again with the same file and try not to make ANY changes to the game OTHER than what you are trying to tweak (which could be hard to do) but say get an extra 100 bucks and do nothing else.. save the game in the same spot.


This page assumes familiarity with the Steam#Directory structure, Steam#Launch options, environment variables, the Steam runtime and shared libraries. The GAME pseudo-variable is used to refer to a game's directory. When the text reads "run the game with FOO=bar" it is implied that you either update your launch options or run the game from the command-line with the environment variable.


For games running with Proton, you can check the ProtonDB which lists a lot of useful user reports for specific games. You can filter searched reports by Linux distribution and by hardware. Users also describe if they had to apply tweaks.


Any special character may produce a square or an empty space mark in the game, main menu and game console. In practice, any characters other than latin ones are not working. The problem is that Bitstream Vera Sans is configured as the system primary default font for latin sans-serif fonts.


If the game does not recognize your screen's resolution, launch the game with Game Launcher and check the Unity screen selector option to correct the resolution. This will give you a GUI in which you can select the correct screen when the game is started.


The version of libSDL2 shipped with the game seems to be out-of-date and may not support your gamepad yet. Simply remove or rename /game/lib64/libSDL2-2.0.so.0, the linker will fall back to using the up-to-date version from /usr/lib.


If you encounter a popup with Fatal Error: Fmod could not be initialized!! on startup which immediately closes the game and you are using pipewire, install these packages if they are not already: pulseaudio-alsa, alsa-firmware, lib32-libpulse and lib32-alsa-plugins. Reboot and re-open the game.


The game is known to segfault when opening the settings and possibly during or before playing. A workaround from the Steam discussions is to replace the game's RenderSystem_GL.so with one from Debian's repositories. To do that download this deb file, and extract it with dpkg:


Borderlands 2 does not allow the Ctrl key to be used by default. The game seems to be accessing keycodes and not keysyms, therefore xmodmap has no affect. A workaround is using setkeycodes to map the Ctrl-scancode to some other key, as described in Map scancodes to keycodes#Using setkeycodes. I use setkeycodes 0x1d 56 (as root) to map Ctrl to Alt before starting the game and setkeycodes 0x1d 29 to restore the default.


Out of the box you will not be able to log into SHiFT since the game expects certificates to be in /usr/lib/ssl, which is where Ubuntu stores them. Arch however uses /etc/ssl.To resolve the problem, run the game with SSL_CERT_DIR=/etc/ssl/certs.


Possible solution 1: As of lib32-openal version 1.18.0-1, the game crashes instantly. The possible solutions are to downgrade lib32-openal to 1.17.2-1, or to start the game with LD_PRELOAD='$HOME/.steam/root/ubuntu12_32/steam-runtime/i386/usr/lib/i386-linux-gnu/libopenal.so.1'.


Possible solution 2: Launch steam as steam-native as described in #Steam native runtime. If the game still fails to launch even after installing the steam-native-runtime meta package, then you might be missing some libraries. You can find those missing libraries as described in #Debugging shared libraries.


If the game appears as Running, then syncs and closes when you launch it from Steam, try creating a steam_appid.txt in the game directorycontaining 261640. This should resolve the issue and let you start the game directly from the game directory. If that does not work, try using the steam-native-runtime.


It is not enough the game is in a case-insensitive filesystem, but also the configuration/data directory at "/.local/share/Aspyr/Sid Meier's Civilization 5" needs to be in a case-insensitive filesystem or mount point. If the data directory is in a case-sensitive filesystem, the game will not work correctly and symptoms such as configuration getting constantly reset can be observed.


If you are using Wayland, you might need to also set QT_QPA_PLATFORM=xcb, as the game's launcher uses a version of Qt which only supports Xorg (see Wayland#Qt), another way is to replace the bundled Qt with one provided by Arch Linux [8]. Some versions of the game also seem to require adding SDL_VIDEODRIVER=x11 and will otherwise refuse to start with an error message that reads "An unrecoverable error has occurred, and Civilization VI cannot continue."


Wayland does not define a primary monitor, so the game will show the available resolutions of an arbitrary monitor; it may not have the same size and the mouse may be off. A solution is to set an XWayland monitor as primary.


The launcher often shows errors like Error loading page. It is possible to bypass the launcher by editing the games startup configuration /.local/share/Steam/steamapps/common/Sid Meier's Civilization VI/Civ6 and changing the line ./GameGuide/Civ6 to ./Civ6Sub.


To play the Windows version of Civ VI, first you must force Proton usage. Then, you need to bypass the launcher which is buggy through proton. To skip the launcher, right click on the game, click Properties, and set the following Launch options:


Like with #Alien Isolation you need to symlink /usr/lib/libpcre.so to GAME/lib/arch/libpcre.so.3, as well as /usr/lib/libidn.so to GAME/lib/arch/libidn.so.11, otherwise the game will fail to start.


A possible workaround is to change /.local/share/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/panorama/videos, rename it to videos.bak, then add -novid to the startup parameters. The game will lose the background of the main game interface, but can run normally.


If you have a secondary monitor you might have a part of your lower screen you cannot reach in menus.If on Gnome you can try to open the overview (Super key) and drag the game to the other monitor and back.


When running on 64-bit Arch Linux, there may be "pops and hisses" when running Dynamite Jack. This could be caused by not having STEAM_RUNTIME=0 set. (However, even with STEAM_RUNTIME=0 set, the game may still sometimes start with this issue. Exiting and restarting the game seems to make the problem go away.)


This game has 32-bit and 64-bit binaries. For some reason, Steam will launch the 32-bit binary even on 64-bit Arch Linux.When manually launching the 64-bit binary, the game starts, but cannot connect to Steam account, so you cannot play.So install 32-bits dependencies, and launch the game from Steam.


The Steam overlay in FTL does not function as it is not a 3D accelerated game. Because of this the desktop notifications will be visible. If playing in fullscreen, therefore, these notifications in some systems may steal focus and revert you back to windowed mode with no way of going back to fullscreen without relaunching. The binaries for FTL on Steam have no DRM and it is possible to run the game without Steam running, so in some cases that may be optimum - just ensure that you launch FTL via the launcher script in GAME/data/ rather than the FTL binary in the $arch directory. 2ff7e9595c


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