Hells yes.Mr Meow Meow wrote:How about an MMO, but with Atmosphir. Your home will be the customizable area.
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Modding Atmosphir
- Aflysokat
- Member
- Posts: 73
- Joined: February 12th, 2013, 12:58 am
I haven't read anything but the first page. So I'm not sure if you fixed this. But my thoughts on the Atmosphir Code download that is referencing what isn't their, giving compiler errors, is a possible fix.
I'm thinking you should use substitutes instead. :/ so it'll reference random things that aren't the actual. And get rid of all compiler errors and other errors that face so you can compile the code once and for all. Insert the compressed code into the Atmosphir_Data and it should work with the modifications? Or am I entirely off and that's not the problem?
I'm thinking, for example, the game is referencing a gameobject Joe. And Joe isn't on the scene because we don't have the game's source files. We only have compressed .unity3D versions of those source files that won't work with compiling the code. So, instead of saying "Aw. We don't have the references. " Just build through the code as if it's a blueprint without putting effort into the scene/game project but more of effort into getting the code compiled. So we don't have a Joe. So it's going to say "Woah. We don't have a Joe. ERROR." We just make a Joe. a temporary Joe. Export the game and take the compiled code files into the game's files and rename it so the game will link to it.
Was this tried? Or is this not the problem? ._.
I'm thinking you should use substitutes instead. :/ so it'll reference random things that aren't the actual. And get rid of all compiler errors and other errors that face so you can compile the code once and for all. Insert the compressed code into the Atmosphir_Data and it should work with the modifications? Or am I entirely off and that's not the problem?
I'm thinking, for example, the game is referencing a gameobject Joe. And Joe isn't on the scene because we don't have the game's source files. We only have compressed .unity3D versions of those source files that won't work with compiling the code. So, instead of saying "Aw. We don't have the references. " Just build through the code as if it's a blueprint without putting effort into the scene/game project but more of effort into getting the code compiled. So we don't have a Joe. So it's going to say "Woah. We don't have a Joe. ERROR." We just make a Joe. a temporary Joe. Export the game and take the compiled code files into the game's files and rename it so the game will link to it.
Was this tried? Or is this not the problem? ._.
- Entity
- Editorial Staff
- Posts: 3097
- Joined: November 29th, 2012, 9:41 pm
- Design Competitions Voted: 1
Nah you're fine
They were able to get it to compile and made some modifications to the code to get the client to connect to the onemoreblock servers instead of the (broken) atmosphir ones. However they were compiling the code outside of Unity.
Anything like adding or changing blocks would require recreating the entire Unity project from scratch, which is near impossible
They were able to get it to compile and made some modifications to the code to get the client to connect to the onemoreblock servers instead of the (broken) atmosphir ones. However they were compiling the code outside of Unity.
Anything like adding or changing blocks would require recreating the entire Unity project from scratch, which is near impossible