This project aims to be a nearly one-to-one server replacement for the game Aim Gods by Finalmouse Entertainment. We are reaching that by injecting our code into the Game via DLL-Injection.
This project contains 2 CPP projects that compile DLLs for the client and for the Server. The third project is a winforms application that is launching the game, injecting the right dll and then passing the needed options like gamemode and map to our dll by communicating through a BSON file. (.ag)
Client DLL that will connect to the given IP-Address that got defined in matchconfig.ag
by the Launcher as soon as the Login Map got loaded (Engine is fully initialized at that point).
Server DLL that opens a Server with the options that got defined in matchconfig_server.ag
by the Launcher as soon as the Login Map got loaded (Engine is fully initialized at that point).
Winforms project that provides functionality to both host a server and connect to a server.
Ugly winforms app to create a save file containing what abilities the User wants to have ingame.
We have multiple branches for new features that are getting implemented.
Stable branch. If u just want to build the latest stable version go with that branch.
Multiple improvements to the way the server is utilizing threads.
Clone the project https://github.com/nuntax/zagreus.git
with its submodules.
Dependency management is currently being done with vcpkg.
Detours and nlhomann/json arent in the project but instead managed through vcpkg.
You can find a tutorial on how to use vcpkg here.
Also u cant build the AimGods_Client project in Debug Build mode for god knows what reason, just build the entire solution in release mode and youll be fine
Before building you gotta rename the main function in Zagreus/AbilityPickerV2/UnrealEngine.Gvas/SavToXml/Program.cs to something else (e.g. __main)