Where I can get LeatherLoader.dll?
How I should get player's name, steam id and ip adress?
How to compile file without extension like these all plugins here becouse it's compiles me it as .dll? (Using Visual Studio)
Is it possible to get all these plugins what are posted source? For example Rust essential's plugin.
LeatherLoader is available from the VACuum and DropParty thread. Rename it to LeatherLoader.dll (it's actually a DLL with the extension removed).
Check out VACuum's source code it's posted in the VACuum thread.
Just rename the file after building it.
You have to talk to the creators of each mod, but all my mods and Rust++ are open source, as far as I am aware.
In the future a few of us might try to get a proper reference to the possible things you can/cannot do. Right now no API references are created as Rust modding is fairly new and is still being investigated.
Best thing to do is just look behind the official Rust libraries to see how things are being done.
Thank you very much, but about that VACuum.There is no source in that thread.
[QUOTE=PreFix;43457936]Thank you very much, but about that VACuum.There is no source in that thread.[/QUOTE]
Yes there is, its on page 2, read more if you want to learn!
Can I get Furnace and Leather source code anywhere?
I have some issues with compiling a mod...
I downloaded the VACuum source and compiled it. I think this worked because it create a VACuum.dll
After that i deleted the .dll ending of the file and uploaded it into the mod folder but after a server restart it is not aktive. Can anyone help me out with that?
[QUOTE=Mindsaver;43461451]I have some issues with compiling a mod...
I downloaded the VACuum source and compiled it. I think this worked because it create a VACuum.dll
After that i deleted the .dll ending of the file and uploaded it into the mod folder but after a server restart it is not aktive. Can anyone help me out with that?[/QUOTE]
You have to append '_mod' to the file name after removing the .dll extension.
[QUOTE=PreFix;43458251]Can I get Furnace and Leather source code anywhere?[/QUOTE]
Can we have the furnace src code?
[QUOTE=L30z0n;43462222]Can we have the furnace src code?[/QUOTE]
[url]https://github.com/LeatherLoader/LeatherLoader[/url]
[QUOTE=StryfeKhaos;43461739]You have to append '_mod' to the file name after removing the .dll extension.[/QUOTE]
I tried it with _mod at the end and it dont work...
I also tried the rust++ source, there are already compiled mod files in the package, if i use them it also dont work... same as i compile them on my own.
If i download the normal version it works...
How to load Leather as solution in Visual studio? Because I couldn't find such file in github.
[QUOTE=Mindsaver;43462986]I tried it with _mod at the end and it dont work...
I also tried the rust++ source, there are already compiled mod files in the package, if i use them it also dont work... same as i compile them on my own.
If i download the normal version it works...[/QUOTE]
[editline]8th January 2014[/editline]
[QUOTE=PreFix;43463309]How to load Leather as solution in Visual studio? Because I couldn't find such file in github.[/QUOTE]
Need to use MonoDevelop, not Visual Studio.
[QUOTE=StryfeKhaos;43468611][editline]8th January 2014[/editline]
Need to use MonoDevelop, not Visual Studio.[/QUOTE]
We compile Rust Essentials in Visual Studio. Doesn't matter which IDE you use.
[QUOTE=Pwnoz0r;43455547]In the future a few of us might try to get a proper reference to the possible things you can/cannot do. Right now no API references are created as Rust modding is fairly new and is still being investigated.
Best thing to do is just look behind the official Rust libraries to see how things are being done.[/QUOTE]
Where would I get these libraries please?
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