Author Topic: Soldat for Terraria, C#  (Read 2098 times)

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Offline Blacksheepboy

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Soldat for Terraria, C#
« on: August 15, 2013, 06:47:58 pm »
Hi,

I've been porting Soldat into a Terraria mod. Essentially anything is possible within the bounds of the Terraria game, given the source code is in C# and can be seen with a "decompiler" program, ILSpy, and the mod software tConfig injects scripts into Terraria.

I'm open for some help. I've run through a few basics for the mod: set up a basic looping system, and some weapons.



If you're not into coding, the default maps for Soldat, or any good independent maps, could be exported into an image and used by another program, Omnitool. I'm considering good default Soldat maps in one map, and anything goes in a second.

Extracting a map, http://youtu.be/pjXmAyKn_RY

http://youtu.be/r7mMimu5kX0
« Last Edit: August 15, 2013, 07:32:36 pm by Blacksheepboy »

Offline Furai

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Re: Soldat for Terraria, C#
« Reply #1 on: August 16, 2013, 03:31:55 am »
Hey, have you tried KAG engine? Language used there is AngelScript (which is basically C++ with small differences).

I'm not really fan of Terraria. Good luck with porting. :)
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Offline Blacksheepboy

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Re: Soldat for Terraria, C#
« Reply #2 on: August 19, 2013, 04:28:47 pm »

Offline Blacksheepboy

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Re: Soldat for Terraria, C#
« Reply #3 on: August 20, 2013, 05:19:20 pm »

Offline Blacksheepboy

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Re: Soldat for Terraria, C#
« Reply #4 on: September 02, 2013, 07:58:30 pm »
One step closer, have a dedicated server!



Hah, it was hacked, back to square one.
« Last Edit: September 04, 2013, 12:19:22 pm by Blacksheepboy »