Author Topic: Adding Mod Support  (Read 2454 times)

WolfTechGames

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Adding Mod Support
« on: December 17, 2016, 12:56:35 PM »
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

ArenMook

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Re: Adding Mod Support
« Reply #1 on: December 19, 2016, 11:12:24 PM »
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.

WolfTechGames

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Re: Adding Mod Support
« Reply #2 on: December 20, 2016, 10:48:15 PM »
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?

devomage

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Re: Adding Mod Support
« Reply #3 on: December 21, 2016, 07:18:07 PM »
a dll would be a great additional feature.  very useful for creating 3rd party class library...

ArenMook

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Re: Adding Mod Support
« Reply #4 on: December 24, 2016, 11:31:37 PM »
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.