[QUOTE=CanVox;43526658]I'm not gonna lie Promedeus reminds me of this senior developer we laid off a few years ago. His skills were fine, we paid the guy a pretty decent severance just so we wouldn't have to work with him anymore, though. And changed our interview policies as soon as he was gone.
EDIT: Tbh, I don't think my experience is unique, which is why all the tech professionals in the community (BARK, MULTIBEAR, Peep) are coming down so hard on you. Everyone was has worked with someone just like you and then we changed our environments so we wouldn't have to anymore.[/QUOTE]
You can't know somebody that well through anything said in this thread so I really don't know what you are getting at.
It has seems like some sort of jealousy and anger drives some people to act this way on the internet. If you don't like this mod platform then do not continue to post here.
Whoever here was saying they were the top rated gsp for rust loses a lot of credibility for such immature bickering.
Promedeus thanks for your time! I can't wait to see where this goes. Too bad this thread turned into a pissing contest.
I recommend we objectively get this train back on the track lol.
[QUOTE=mikesdav;43541168]You can't know somebody that well through anything said in this thread so I really don't know what you are getting at.
It has seems like some sort of jealousy and anger drives some people to act this way on the internet. If you don't like this mod platform then do not continue to post here.
Whoever here was saying they were the top rated gsp for rust loses a lot of credibility for such immature bickering.[/QUOTE]
He's the one making vague threats when we asked if there was any real reason to adopt this over the current solutions. I think our credibility hinges more on the product which we deliver, instead of what you think.
If garry reads these threads, I hope he realizes that one of the GSPs for his game is run by a flaming asshole who's avatar was changed to an image of OP after Bark, probably a throwaway of his, dug it up.
And note: its been 5 days
[IMG]http://puu.sh/6mC2l.png[/IMG]
[QUOTE=XxLiquidxX;43554424]If garry reads these threads, I hope he realizes that one of the GSPs for his game is run by a flaming asshole who's avatar was changed to an image of OP after Bark, probably a throwaway of his, dug it up.
And note: its been 5 days
[IMG]http://puu.sh/6mC2l.png[/IMG][/QUOTE]
Not sure how that post is a flame.
[QUOTE=BMRFMULTIBEAR;43582468]Not sure how that post is a flame.[/QUOTE]
Just showing your picture incase you were to change it.
As a Professional, it shouldn't be your intention to harm or taunt someone by using their personal images as your own.
[QUOTE=XxLiquidxX;43584970]Just showing your picture incase you were to change it.
As a Professional, it shouldn't be your intention to harm or taunt someone by using their personal images as your own.[/QUOTE]
As a proclaimed professional, he shouldn't be threatening people on the internet. Besides, I quite like his face.
Eagerly awaiting an update on this.
[QUOTE=Rubbersucky;43690953]Eagerly awaiting an update on this.[/QUOTE]
[IMG]http://i.imgur.com/qhtc2hw.jpg[/IMG]
How is this going anyway? all in all, the more mods/mod frameworks for Rust, the better for everyone in the end. kinda
Hey guys!
I haven't had much time to work on Promodeus the past week and a half; nevertheless, I think showing what is done so far could be beneficial.
I've been testing what I have in a local test environment that mimics parts of Rust (kinda). So, I haven't tested this on an actual server yet. I hope that changes soon.
I really just want to showcase to developers right now, and as such, I'm posting some screenshots with some example code. I'll explain them below. Additionally, I'm posting a dependency graph of Promodeus up to this point (essentially what is done and implemented). I left off implementing and integrating hooks.
This folder has the screenshots and graph:
[URL="https://www.dropbox.com/sh/xpjaogftgor1173/CN0dNGY2t2"]https://www.dropbox.com/sh/xpjaogftgor1173/CN0dNGY2t2[/URL]
All of these examples are in an example mod for channels. I commented the code.
Additional Comments:
[U]CreatingAPromodeusMod.png :[/U] (2 of 3)
I'm showcasing basic features like creating a basic mod instance, registering commands, setting up your datastore, and hooking events.
The DataStore (PromodeusModData) has three organizational layers, Data (as you see in the screenshot), SharedData, and AdminSettings.
[U]CreatingCommandable.png[/U] (3 of 3)
Here, I'm showing how a slash command works with Promodeus. Basically, you specify your command class with the [Commandable] Attribute and also your methods with [Command], with various modifiers. The user privilege you see is Promodeus's user privilege system (which include custom privs), although the basic privs are initially inherited from rust's.
Also, it shows how working with Promodeus's DataStore is simple. If you notice, (dynamic data) is PromodeusModData.Data. That is where all internal data is stored. Channel is a separate class that defines a channel and such, and in this example, is persistent data that is stored.
[U]CreatingADynamicCommand.png[/U] (1 of 3)
This is a fun one, as it allows mods to create dynamic slash commands. That is, create commands who's identifiers are conditional (changeable), and so are the actions.
[U]DependencyGraph.xps[/U]
Probably the worst way to show what's done so far, but I can't find the energy to put something better together. It's a complete mess, as it shows all the nitty gritty details. I think it's organized from left to right based on the height of the node in coupling tree (left = highest, right = leafs/bases).
This is by no means a full demonstration of what Promodeus is capable of at this point. If you look at the dependency graph, you can see there is much more implemented. If I have time tomorrow, I'll put something together.
As always, I'm looking for developers who can help out, as there is still quite a bit to do, and with future plans, there's A LOT MORE. Thanks for checking this out.
EDIT: Holy god, Linq works! I must have had a jacked up dev environment before. MY BAD.
I believe Mono supports LINQ. What's the issue?
I use Xamarin.
[url]http://www.mono-project.com/Compatibility[/url]
[url]http://xamarin.com/[/url]
EDIT: Not gonna lie, you had me shitting bricks there for a second. Lol...
Well, I wouldn't read that compatibility page- even the newest version of unity only supports mono 2.10, and I don't think Rust is on the newest version yet.
[QUOTE=CanVox;43708963]Well, I wouldn't read that compatibility page- even the newest version of unity only supports mono 2.10, and I don't think Rust is on the newest version yet.[/QUOTE]
So System.Dynamic isn't supported? (for rust)
The version of mono that unity uses supports .NET 3.5, so Linq works. I know because Oxide is built against 3.5. Anything you get in 3.5 you can use. Sadly this excludes System.Threading.Tasks and System.Dynamic as they're 4+.
Well that's great. :suicide: The DataStore's access point is a DynamicObject. I guess it won't be horrible to fix, but it definitely won't be as pretty (for the end developer). The next best option is to use plain strings to identify their persistent data. Thankfully, the heart of the DataStore doesn't care what I give it as long as it can be serialized.
[QUOTE=Promedeus;43696418]Hey guys!
I haven't had much time to work on Promodeus the past week and a half; nevertheless, I think showing what is done so far could be beneficial.
I've been testing what I have in a local test environment that mimics parts of Rust (kinda). So, I haven't tested this on an actual server yet. I hope that changes soon.
I really just want to showcase to developers right now, and as such, I'm posting some screenshots with some example code. I'll explain them below. Additionally, I'm posting a dependency graph of Promodeus up to this point (essentially what is done and implemented). I left off implementing and integrating hooks.
This folder has the screenshots and graph:
[URL="https://www.dropbox.com/sh/xpjaogftgor1173/CN0dNGY2t2"]https://www.dropbox.com/sh/xpjaogftgor1173/CN0dNGY2t2[/URL]
All of these examples are in an example mod for channels. I commented the code.
Additional Comments:
[U]CreatingAPromodeusMod.png :[/U] (2 of 3)
I'm showcasing basic features like creating a basic mod instance, registering commands, setting up your datastore, and hooking events.
The DataStore (PromodeusModData) has three organizational layers, Data (as you see in the screenshot), SharedData, and AdminSettings.
[U]CreatingCommandable.png[/U] (3 of 3)
Here, I'm showing how a slash command works with Promodeus. Basically, you specify your command class with the [Commandable] Attribute and also your methods with [Command], with various modifiers. The user privilege you see is Promodeus's user privilege system (which include custom privs), although the basic privs are initially inherited from rust's.
Also, it shows how working with Promodeus's DataStore is simple. If you notice, (dynamic data) is PromodeusModData.Data. That is where all internal data is stored. Channel is a separate class that defines a channel and such, and in this example, is persistent data that is stored.
[U]CreatingADynamicCommand.png[/U] (1 of 3)
This is a fun one, as it allows mods to create dynamic slash commands. That is, create commands who's identifiers are conditional (changeable), and so are the actions.
[U]DependencyGraph.xps[/U]
Probably the worst way to show what's done so far, but I can't find the energy to put something better together. It's a complete mess, as it shows all the nitty gritty details. I think it's organized from left to right based on the height of the node in coupling tree (left = highest, right = leafs/bases).
This is by no means a full demonstration of what Promodeus is capable of at this point. If you look at the dependency graph, you can see there is much more implemented. If I have time tomorrow, I'll put something together.
As always, I'm looking for developers who can help out, as there is still quite a bit to do, and with future plans, there's A LOT MORE. Thanks for checking this out.[/QUOTE]
That's all sounds really cool. Just wondering how this is going? Looking forward to it!
Interesting
This jokes still not out? Figures xD
I can light Furnaces with Magma.
I like bacon, too.
While it's always good to have alternatives, you still need to offer something unique, and it's good practice to reply to criticism in a professional way. Pointing out grammar flaws and childishly spouting 'umad bro' isn't going to answer the posters question.
You also can't just expect servers to suddenly just jump-ship without any solid reason to do so. Consider the reasons why server companies use existing frameworks like Oxide, you need to go above and beyond to possibly even make a dent at uprooting any of the existing standards. Another interesting point to note, is that your plugins are made using C#, meaning that the server providers cannot easily sandbox them to specific server owners. Server providers will not use a framework which could compromise the integrity of their server boxes, and viruses can be easily made and executed through this method.
If you feel you have something to offer that's new... great! You should consider joining an existing project instead of creating your own, which without many connections, will most likely not be used - wasting what you consider to be "talent".
Just my two cents.
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