Adding new objects

MasterPeace

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Feb 2, 2015
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Poland
Hello.

You can chill a little bit from my errors and crashes on Linux server. Could you guys say me if it's possible to get some environment (I have unity for example, or just clear C#) and add some basic objects/effects?

Like I said some day I was trying to make games I have even screenshot right now (attachement) but I had no time to sit sit on this.

But making some additional models for customization of house would take me about 2-3 weeks if it's possible to do this.

I would like to give my players mod, install it on my rust and server of course and give players blueprints in some events, contests.

Did you tried? Is it possible? I remember Rust was based on DayZ, so maybe we can edit Rust too?
 

DreTaX

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Hello.

You can chill a little bit from my errors and crashes on Linux server. Could you guys say me if it's possible to get some environment (I have unity for example, or just clear C#) and add some basic objects/effects?

Like I said some day I was trying to make games I have even screenshot right now (attachement) but I had no time to sit sit on this.

But making some additional models for customization of house would take me about 2-3 weeks if it's possible to do this.

I would like to give my players mod, install it on my rust and server of course and give players blueprints in some events, contests.

Did you tried? Is it possible? I remember Rust was based on DayZ, so maybe we can edit Rust too?
@mikec has a client idea, since It wouldn't be possible without a client.

It's kinda hard work doing these things alone, besides he is focusing on the project atm.
 

MasterPeace

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So where to find something about this client?

I would like to make my server unique, as I would also make some basic mods free for everybody.
 

DreTaX

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So where to find something about this client?

I would like to make my server unique, as I would also make some basic mods free for everybody.
Aa I said he is focusing on the project atm, not the client. You cant find anything about It for now.

Sent from my Samsung Galaxy S4
 

MasterPeace

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Oh, sorry, I have no idea what is Project ATM, that's why I didn't understood.

So there is no other way to do this for now?
 

MasterPeace

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Yes that's what I would like to do (give my players mod to download) but I don't know how to do it, where to search anything, libraries, how to set up compilers for rust modding etc.
 

DreTaX

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Well yeah. The harder but nicer thing is what we want to do is that the extra client communicates with the server and would be able to download the installed mods. Even allow us to create the client sided mod, and allow us to ban the client via processor ID. Or the simpler thing is that the server has mods and the player also needs to install them. Still required modding for sure. But we would like to support easially extendable modding API. But we lack the active devs. Like we lack alex, Riketta, and a bunch of other people.

Sent from my Samsung Galaxy S4
 

DreTaX

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I wish I would be a C# pro, but I would need to look for a better IDE than the Visual Studio.

Sent from my Samsung Galaxy S4
 

MasterPeace

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Yeah but let's say you'll develop it about 3 months minimum. I want something from now, and I can do it myself. Well, I don't know if I can, but I can try. Starting from simply text on screen, ending with additional models. But I need to know HOW to start modding, so if you know something about it you could help me by telling me this.

Like I said (and forgot to show screen) I tried to making games some years ago, and it would be even easier if I would have done game (Rust) and just add some objects to it. What you see on my screen are basic models made by me and of course walking, running etc, and some additional functions like terrain, made by others. This was harder to do than add some models to already done game - if it's possible.

But you need to tell me how do you modding server (server looks mostly like client) - if you know how :D
 

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xandeturf

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Nov 4, 2015
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I found some things that can do this.
This procedure prefixes the prefabs within the game.

C#:
uLinkNetworkView[] uLinkNetworkViewArray = Bundling.LoadAll<uLinkNetworkView>();
        for (int k = 0; k < (int)uLinkNetworkViewArray.Length; k++)
        {
            uLinkNetworkView _uLinkNetworkView = uLinkNetworkViewArray[k];
            try
            {
                NetCull.RegisterNetAutoPrefab(_uLinkNetworkView);
            }
            catch (Exception exception2)
            {
                UnityEngine.Debug.LogException(exception2, _uLinkNetworkView);
            }
        }
        NGC.Register(NGCConfiguration.Load());
The game itself, already has enough objects that are not used, I tried to reactivate them but I did not succeed.
my code:
C#:
                  object[] objs = Bundling.LoadAll();
                    foreach (var test in objs)
                    {

                        if (test.ToString().IndexOf("GameObject") != -1)
                        {
                            try
                            {
                                GameObject gameo = (GameObject)test;
                                NetCull.RegisterNetAutoPrefab((uLinkNetworkView)gameo.uLinkNetworkView());
                                Debug.Log("Sucess: " + gameo.name);
                            }
                            catch (Exception)
                            {
                                Debug.Log("error");
                            }

                        }
                    }
 

xandeturf

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Nov 4, 2015
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Prefabs available for spawns
This is in NetCull.AutoPrefabs.all, This private but posting public to see.
The guy who creates is RustLoader function OnResourcesLoaded()
 

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