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#.
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#?
[03:55:41] <~Bag> Yes, I can put things inside me when I need to
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.
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