Tasharen Entertainment Forum
Support => TNet 3 Support => Topic started by: WolfTechGames on December 17, 2016, 12:56:35 PM
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Hello,
I am currently adding mod support to my game and I have some questions. I am using the extra RuntimeCode asset that comes with TNet to compile C# code at runtime for the scripting part of modding. Now the question is with datanodes, currently our mod system utilizes asset bundles to package assets but datanodes seem to offer a more simplistic system for the modders side. I was wondering how I would package the datanodes in the project without packaging the actual whole TNet as that would redistribute TNet and that is not permitted. Hope the above makes sense and I am looking forward to a reply.
Thanks,
Sebastian
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In Windward I simply compiled TNet into a DLL, then included that DLL alongside the modding project. Basically take TNet, take out editor classes, and compile that into a DLL using Visual Studio.
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In Windward I simply compiled TNet into a DLL, then included that DLL alongside the modding project. Basically take TNet, take out editor classes, and compile that into a DLL using Visual Studio.
Oh alright, are you fine with the end user having the DLL? Is it possible to make a DLL with only DataNodes and it's dependants?
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a dll would be a great additional feature. very useful for creating 3rd party class library...
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For games, I'm fine with the end user having a DLL. I've distributed one myself after all. The DLL would be missing all the editor classes, so it wouldn't be a complete TNet anyway.
Now 3rd party class libraries are more of a grey area here. Assuming stuff ends up on the Asset Store, including TNet in a DLL wouldn't be a good idea.