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TopClog
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Joined:Tue Apr 14, 2015 7:45 am
Modding tutorial

Fri Dec 18, 2015 1:56 pm

Are there any modding tutorials out yet? I am in the process of learning C#, and would like to start getting into this modding scene.

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RobbingHood
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Joined:Mon Dec 17, 2012 8:50 pm

Re: Modding tutorial

Fri Dec 18, 2015 2:43 pm

Not yet, but you can check out this sample mod in the meantime: https://github.com/EmulatorNexus/Advanced-Chat
It's done in Lua btw, not C#.

TopClog
Posts:7
Joined:Tue Apr 14, 2015 7:45 am

Re: Modding tutorial

Fri Dec 18, 2015 4:15 pm

RobbingHood wrote:Not yet, but you can check out this sample mod in the meantime: https://github.com/EmulatorNexus/Advanced-Chat
It's done in Lua btw, not C#.


"VeniceEXT mods (extensions) are basically .NET assemblies loaded by the server on startup, and can be created in any a variety of CLI compliant languages, including C#, Visual Basic .NET, and C++/CLI (more details on how to implement extensions, along with examples will be posted on the VU wiki)."

But according to the quote posted above from the modding part 1 blog. It says that we can use C#, Visual Basic and C++. Or does it only mean that the modding tools are being created in these languages? Could you please clarify?

Will it be possible to make mods in C#?

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NoFaTe
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Re: Modding tutorial

Fri Dec 18, 2015 4:38 pm

TopClog wrote:"VeniceEXT mods (extensions) are basically .NET assemblies loaded by the server on startup, and can be created in any a variety of CLI compliant languages, including C#, Visual Basic .NET, and C++/CLI (more details on how to implement extensions, along with examples will be posted on the VU wiki)."

But according to the quote posted above from the modding part 1 blog. It says that we can use C#, Visual Basic and C++. Or does it only mean that the modding tools are being created in these languages? Could you please clarify?

Will it be possible to make mods in C#?

From "Mod Support is Here!":
"As a slight deviation from our original plan to use managed .NET modules for mod support, we have decided to integrate and use LUA, a language which is really easy to learn and get used to, performs really well for our use cases, and has a huge community behind it."

And to answer your question, no, you won't be able to make mods in .NET (C#). VeniceEXT mods will be created exclusively in Lua.
[03:55:41] <~Bag> Yes, I can put things inside me when I need to

TopClog
Posts:7
Joined:Tue Apr 14, 2015 7:45 am

Re: Modding tutorial

Fri Dec 18, 2015 5:34 pm

NoFaTe wrote:
TopClog wrote:"VeniceEXT mods (extensions) are basically .NET assemblies loaded by the server on startup, and can be created in any a variety of CLI compliant languages, including C#, Visual Basic .NET, and C++/CLI (more details on how to implement extensions, along with examples will be posted on the VU wiki)."

But according to the quote posted above from the modding part 1 blog. It says that we can use C#, Visual Basic and C++. Or does it only mean that the modding tools are being created in these languages? Could you please clarify?

Will it be possible to make mods in C#?

From "Mod Support is Here!":
"As a slight deviation from our original plan to use managed .NET modules for mod support, we have decided to integrate and use LUA, a language which is really easy to learn and get used to, performs really well for our use cases, and has a huge community behind it."

And to answer your question, no, you won't be able to make mods in .NET (C#). VeniceEXT mods will be created exclusively in Lua.


Ah isee now, thanks. BTW is there any good beginner tutorials that i can look at to get a feel of modding in LUA?

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Lapin
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Re: Modding tutorial

Sun Dec 20, 2015 10:15 pm

Well, you could theoretically make your own C# compiler in Lua (If you REALLY REALLY LOVE C#) , but it does require LuaFFI (it's going to be easier with it)

Like this ... Lua compiler in ... Lua


Too bad we won't have acces to LuaFII/Native Module support.

(It's Lua btw, not LUA)
Ding dong bannu

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