Good job

xEnt

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Hi guys, you probably knew me from creating RUST++/Magma with EquiFox17. i think this is a great idea what you guys are doing, and big apologies for lack of development on my end, few months ago i had a baby and life changed so much that i just fell out of the scene. I know fox had exams and was also very busy.

Great to see you guys ran with the new jint and implemented it better. i know my old implementation in Magma wasn't the best, but it worked at the time and to be honest was the first time even implementing a script engine in! I knew it was compiling the script before each execution, but i didn't see any performance downsides as cpu's are so fast these days.

I look forward to seeing how this goes! not a big fan of the colors of these forums though haha.

I would expect legacy Rust to only be active for another month or 2 before rust reloaded hits baseline, have you guys started work on porting it to experimental branch? could give you a nice head start before a steady release?

Hope you also get an automatic updater going, we had issues with this but its one of those features that really needs to happen (especially with all the common updates the new version of Rust will have)
 
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DreTaX

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Hi guys, you probably knew me from creating RUST++/Magma with EquiFox17. i think this is a great idea what you guys are doing, and big apologies for lack of development on my end, few months ago i had a baby and life changed so much that i just fell out of the scene. I know fox had exams and was also very busy.

Great to see you guys ran with the new jint and implemented it better. i know my old implementation in Magma wasn't the best, but it worked at the time and to be honest was the first time even implementing a script engine in! I knew it was compiling the script before each execution, but i didn't see any performance downsides as cpu's are so fast these days.

I look forward to seeing how this goes! not a big fan of the colors of these forums though haha.

I would expect legacy Rust to only be active for another month or 2 before rust reloaded hits baseline, have you guys started work on porting it to experimental branch? could give you a nice head start before a steady release?

Hope you also get an automatic updater going, we had issues with this but its one of those features that really needs to happen (especially with all the common updates the new version of Rust will have)
Good to see you back. Even if you guys can't do any dev thingy, you are welcome to support us with some codes, and maybe some suggestions on skype.

About the Jint2, we just made the availability of a better engine, but we plan to add more.

About the port @Riketta is moving forward with it.

I hope you are okay with your family.
 

mikec

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Congratulations on the new baby. Excuse for disappearing is accepted. ;)
Hope you also get an automatic updater going, we had issues with this but its one of those features that really needs to happen (especially with all the common updates the new version of Rust will have)
I wonder if you could talk about that a little more? Other plugins are doing this already?
 

xEnt

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Congratulations on the new baby. Excuse for disappearing is accepted. ;)

I wonder if you could talk about that a little more? Other plugins are doing this already?
i mean the core of fougerite not the plugins!
 

balu92

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I think under plugins, he meant Oxide, Essentials, etc..
 

Viproz

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Oxide have an automatic plugin updater, dunno about an automatic core updater
To be able to make an updater for plugins with fougerite you would need to remove all the .rar and a way to know in what language the plugin is in

I think that would be useful to setup those rules (how to post a resource) as soon as we start moving to experimental

Oxide updater : http://forum.rustoxide.com/resources/updater.380/
 

DreTaX

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Oxide have an automatic plugin updater, dunno about an automatic core updater
To be able to make an updater for plugins with fougerite you would need to remove all the .rar and a way to know in what language the plugin is in

I think that would be useful to setup those rules (how to post a resource) as soon as we start moving to experimental

Oxide updater : http://forum.rustoxide.com/resources/updater.380/
I will be the one who writes the installer/updater for fougerite, but it will be an exe.

It will be nice i promise, @mikec put my trust in it, and it will be done on this week.
 

mikec

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Build it with Mono, you can run "mono Fougerite.Installer.exe" on Linux. A .Net exe is just an Assembly with a Main() method bound to a Win32 stub. Linux Mono just skips the stub and calls Main().
 

Snake

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Build it with Mono, you can run "mono Fougerite.Installer.exe" on Linux. A .Net exe is just an Assembly with a Main() method bound to a Win32 stub. Linux Mono just skips the stub and calls Main().
What's the difference on Mono ? I'm writing all my c# plugins in visualstudio 2013. Should I change ?
 

balu92

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Mono is open source .Net framework, Monodevelop/Xamarin studio is the IDE.
 

mikec

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What's the difference on Mono ? I'm writing all my c# plugins in visualstudio 2013. Should I change ?
I mean use a Mono build profile, so it references the Mono mscorlib.dll instead of the Microsoft mscorlib.dll.

You do have Mono installed, right? :)

Latest release for Windows is 3.2.3 http://www.mono-project.com/download/#download-win
It installs and registers itself so VS will recognize it's available to use in a Solution profile.
 

xEnt

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yeah i did mean a core updater, though now that server files are released and people can install new versions of Fourgerite manually, its not such a big deal. but it was a pain in the ass getting GSPs to update all the time!
 
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Snake

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So no need to reference it as with Fougerite.dll in my solutions ? It will automatically add ? I'm kinda confused... my plugins in c# actually work without this stuff, haven't finished them yet but work perfectly. What would that change ? Would I need to rewrite some parts of the code ? I'm kinda new to C#, just switched from JavaScript a month ago or so :p