Be ready to expect a series of smaller bite-sized updates (compared to my previous "book") as I catch you all up on the current progress of the Clientside Modding project. I'm going to write each post as if I had just created each piece, to keep it all consistent. In this post, I'll take a minute to talk about the compiler running server side.
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If I had one of those great American bucks for every time @DraB had asked me some mundane question about whether or not I'd be able to add a great Apache Attack Helicopter to Legacy, just like those fancy ones we have in our Lord and Savior of all games, Rust Experimental, I'd probably have enough bucks to buy the source code for Legacy, and more Apache Attack 'Choppers than the US Army.
You see, adding a new asset into an already-compiled and shipped game without access to the source or a Unity editor is about as hard as it sounds. In Legacy (along with almost all multiplayer games) there are two parts to the game: the client, and the server. If you want to spawn a helicopter, you have to spawn it on both the client and the server. One of which (the server) we have control over, and one of which (the client) we don't. Yet. In theory, all we'd need is to be able to run a few bits of code on the client, and all of a sudden we'd have more ladders and gun skins than CS:GO and your local hardware store combined. To make this good though, we're gonna want to have full control over the mods - we'll probably want them streamed from the server. Join me in my journey, and we'll see what we can do here... |
AuthorHey, I'm PsychoTea (aka Ben). I'm the main plugin developer here at LegionRust, and the lead developer on the Clientside Modding project. Archives |