https://github.com/estyms/webfishing-macos-installer
A native webfishing installer for macos
https://github.com/estyms/webfishing-macos-installer
installer macos webfishing
Last synced: about 2 months ago
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A native webfishing installer for macos
- Host: GitHub
- URL: https://github.com/estyms/webfishing-macos-installer
- Owner: Estyms
- Created: 2024-12-26T17:56:02.000Z (over 1 year ago)
- Default Branch: master
- Last Pushed: 2025-01-28T16:47:18.000Z (over 1 year ago)
- Last Synced: 2025-01-28T17:35:19.396Z (over 1 year ago)
- Topics: installer, macos, webfishing
- Language: Rust
- Homepage:
- Size: 60.5 KB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 1
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Metadata Files:
- Readme: README.md
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README
# Webfishing MacOS Installer
An installer for a native version of webfishing on macos
## Why??
Webfishing is a game I love, however, it is poorely running on Whisky for macOS due to some unknown reason.
While searching for some solutions I stumbled across a [blog article](https://mae.wtf/blog/28102024-webfishing-mac) made by [@vimaexd](https://github.com/vimaexd),
it worked well in singleplayer, however as of now the multiplayer no longer works and this is why I decided to make this installer after figuring out how to patch this issue.
## Prerequisite
- Root privileges
- Steam
## Installation
To run the app, you can double-click on it, doing so will put the build folder inside your home directory `/Users/[you]/build`
You can also run it from the command line and doing so will put the build folder inside the current working directory.
## Implemented Patches
- renaming `steam_id_remote` dictionnary key to `remote_steam_id` to fix network spam detection that resulted in timeouts
- prevent the game from crashing when saving the options by not setting any values to `OS.windowed_borderless` because setting a value to it crashes the game somehow
## How to install a mod?
When running the software for the first time and building webfishing, you'll notice that a `mods` folder has appeared in the folder where the installer is.
In order to install a mod, just copy a mod folder in it, a mod folder has a `manifest.json` file in it.
After that, run the installer again ! It will tell you in the terminal if the mod is installed or if something went wrong.
Here's a small mod list : [link to the mod list](modlist.md)
## How to make a mod?
As you can see in the `example_mods` folder, a mod has typically two folders and a single `manifest.json` file having the following structure:
```jsonc
{
"name": "Ship Mod", // Mod name
"author": "Estym", // Author
"pck_info": { // (Optional)
"directory": "pck", // Relative folder path to where the mod resources are
"resource_prefix": "res://Mods/Ship/" // Resource path prefix for the mod resources
},
"patches": [ // Array of patches
{
"resource": "res://Scenes/Entities/Player/player.gdc", // Resource to patch
"patch_file": "patch/player.patch" // relative file path to the patch file
}
],
"deps": [] // Dependencies for the mod (Optional)
}
```
### Notes:
- The patch files are made by using `$ git diff [original_file] [modded_file] > file.patch`
## Credits
[@vimaexd](https://github.com/vimaexd) for their blog post !
[Godot RE Tools](https://github.com/GDRETools/gdsdecomp) for the amazing tooling that allows me to patch the game !